Hi there, i do like this mod very much however it seems overwhelming and unbalanced.
I would suggest first that you make a change log of the versions and/or patches.
The game is a bit unbalanced, first of all, my espionage rates are on about on the tenths of thousands, i suspect that is on purpose to see how the AI develops, if so excuse me.
On a small map with only 4 nations, my nation spread almost half on the continent and even with 3 different religions there is no sign of rebellion also really low maintenance cost, huge technological advantage, so i guess its also a bit unbalanced over this aspect.
I'm also coming here looking for counseling on how to produce my own mod. My objective is, by taking some overhaul base, like ROM, and balance it.
I guess overall, my objective is to add challenging features to the game( like revolutions) meanwhile keeping it simple to manage cities and armies without the chaotic deck of options that seems to already have.
Let me put down straight my propositions:
- Most buildings instead of producing percentage of production or coins, produce production and commerce directly, along with those who increase only the percentage (like banks for example), the point here is to have the same value to gold, research, culture, espionage, and even production, enabling the players to have more control when choosing the rates for the commerce to go.
-Having a more proportional line of buildings and buildings upgrades, increasing the maintenance of big cities, in the way that it makes more sense to have few great cities while keeping others smaller, also increase the singularity of cities with the resources in vicinity feature and taking more advantage to it.
-This is a bit more challenging to do and a bit harder to explain. Cities may have a percentage of the culture it produces to other nation depending on some factors, such as distance, geological differences and of course others continents or original civilization. The idea here is to have more cultural diversity and increase the chances of revolutions and nations spawning within nations. Also other idea that goes along with this is the domination feature the players choose when conquering a city, this feature would reduce maintenance while allowing the culture of the original nation to retain more points. This would also make sense with the city keeping nationality mod, the one that allows unique units from the previous empire to be build, also keeping ethnically designs.
-The last feature that i think would really fit the game, is the possibility adjust tax directly, controlling the amount of commerce that goes for the government to use it, big taxes being cause for citizens unhappiness and revolutions, while fewer taxes increasing the prosperity and growth of cities also making it more probable for corporations to spread there.
-Random foundation of religion, just like the corporations, religions would be founded depending on the probability the city has, and each religion would have different parameters.
-Overall, there is a saying: The best way to do things is the simplest way. Instead of having 500 production and 2000 to build a unit it could be 1 and 4 respectively, understand?
So while making it more pleasing to play each turn having less choices from chaotic buildings, it would be challenging from the features it has to consider while choosing civics and which buildings to focus on.
Maybe you don't agree or like my propositions, but independent of your feelings toward it, please do, share your opinions and give me a clue on where to start, i recently saw that modding civ4 is a lot harder than i though. Thanks!
By the way: I'm use wine to play civ4 on Linux, and never once it crashed on me, i'm however willing to reinstall windows to properly make my mod.