You don’t have housing in Fallen Enchantress. City Building is much more specialized
Sounds great. I never got any kicks out of building the cities in WoM anyway...
Housing in WOM is just boring: you pretty much have to research 4 or 5 things in more or less the same order all the times. If you don't start with a tech researching structure for example, you end up stuck without being able to do anything, for possibly lots of turns until you have enough money and material to start the research.You also have to spawn pioneers as much as possible since that is the only way to be competitive. City building in WOM simply doesn't work and is boring!
If on the top of that you also add that all heroes end up being identical you realize that the RPG element is just as boring... and should we mention the wargame element? Let's not even start talking about the choice of using squares instead than hexes (which is arguable, but makes the whole thing look really simplistic to any expert wargamer). What are the strategic choices one has to make? almost none most of the times.
The problem with WOM is that it is a 1) RPG, 2) A wargame and 3) A city building game where none of those three things is either fun or challenging. I really disagree with the Frogman when he says this game tries to be everything to everyone. In fact this game does not. It LOOKS like it is everything because it has the cosmetic element of all those 3 kinds of games (and therefore indeed lots of potential), but in fact there is no study on the gameplay and it could have been at least one of those three kinds of games if in any of them the player really had choices to make.
How to fix it?
1) Heroes should evolve in different ways (random attributes when reaching new levels?)
2) Cities should drastically change and open new tech trees according to the player's starting choices (all of them should offer specific strategic advantages and disadvantages: You want to develop a city by the sea exploiting that side? People there become specialized and they fish in order to get food but are unable to do other things. They get for example negative bonuses in agriculture and instead than soldiers they only produce warships...)
3) Develop the wargame element: too late for hexes, unfortunately, but you could use the concept of "zone of control"! The zone of control in wargames is represented by the hexes surrounding a unit. Any unit entering those hexes is forced to end its movement (unless it has special skills). That basic concept and many other that come from the wargame culture could have been implemented to develop a rich combat system. (Frogman hates hexes and apparently has no wargame experience, and it shows!).
The real problem of WOM is not that it tried to be everything to everyone, but that too much time and effort were invested in making the game look nice instead than making it work in terms of gameplay! Player need to have choices to make and all choices must have a good and a bad side.
All that is obvious? Then how comes they didn't do it?