I mean.. this kind of basic design opens up a whole range of different possibilities.. Just to list a few off the top of my mind mostly stolen from Panzer General.. (btw one of the greatest strategy games ever made, check it out, its a freeware clone up called PG Forever)
1. Terrain types gives different movement bonuses and penalties.. Stacking with zone of control, thus a fort in a forest slows down an enemy much more
2. Terrain types can produce things.. Mountains can produce coal or minerals, wheat fields produce bread or cattle (food) Sea produce fish, like mentioned above..
3. You could give armies bonuses for surrounding an enemy.. Encirclement bonuses, give tactical advantage somehow. (Free tickets?)
4. Taxation of fiefs in your Zone of Control
5. Taxation of passing caravans
6. Programming advantages. ? (Dunno how it should be done, using the existing code to calculate what hex someone is in mathematically, or do a test against a matrix, what the hell, i dunno shit about programming :-D
7. Road building..
8. Contested Zones.. :-) Basically walking through no-mans land.. perhaps stuff that happens in no-mans land will not be recorded in any way by players, leading to my next point.
9. Information Gathering of passing players, armies and caravans.
10. Building of structures.
11. Pillaging of structures.
12. Visibility range. Let's say you build a spy-tower, giving you information about surrounding hexes and what players are doing there..
13. Easier coding of what terrain a player might expect if battling in a spesific hex. Next time a battle is there, the exact same terrain would appear, encouraging players to scout terrain and store information about it, so they can plan their next battle.. People could sell maps of areas to each other!
14. Fog of War. No-one will know how big, or how the world map looks like.. Everyone just know their little piece, making world-map and screenshot trading, faking of screenshots (!) etc it's own business! (Again encouraging spy-clans and spy-factions, delivering up-to date information about factions.. Bribing members etc etc.. hehe.
These ideas doesn't conflict directly with already thought about ideas for strategus, because they take place on a different level. (Being more about movement, strategic positioning and information.)
Bring in your own ideas, let's hear em'!
15.. Hidden movement. If you only travel with 1 soldier army, no-one can detect you..
Moved to 1st post
Never played the old strategus, but I can now image a war room (or a teamspeak server) where people move pieces around a giant map to plan strategies around armies, castles, towns, etc on the hex overworld battlefield.
Reminds me of a ton of games and this video (The focus is the chess board).
http://www.youtube.com/watch?v=_rS_n3JVTPE
Of course, any Strategus would do at this point. =)