Several people have suggested that there should be a bigger world map divided into smaller zones. Initially I was opposed to this, in favor of simply making the main map larger and adding more content. But there are several problems with this:
- The larger the map, the longer are player's excursions in control mode, and the base gets abandoned for a long time. Hero attacks may happen and interrupt.
- If the map is shared between players (future keeper vs. keeper mode), you may inherit a map that is unplayable, with no gold, completely dug out, etc.
- Technical difficulties of having two or more keepers on one map
So the new plan is as follows. We have a world map with a dozen or more locations. Each location, when zoomed in, is a separate map a bit smaller than now (maybe 150×150 tiles). When starting, you choose a location for your dungeon, and you land on that map and build your dungeon. There may be some weak opponents there, but not too serious, I think. Your base will always be inside the boundaries of this map. But when you control a minion or team, you are free to leave the map and travel around the world map. When you leave your map, time freezes there, so when you come back you'll find your base as you left it. Of course you can bring back loot from your excursions.
Other locations on the world map contain more serious enemies, like castles, dragons, and possibly dungeons made by other players. You may enter such location and attempt to conquer it. The enemy can also send over troops to your map (but not when you're absent, this is important).
You win the game when you conquer all locations on the world map.