I like the current version of the mod which seems to be working great, so I've uploaded it here if anyone would like to try it out:
http://www.gamefront.com/files/21847937/CivIVRebalanced.7z
______________________
Feel free to let me know what you think of all this that I'm testing out so far. These are all just my current ideas I'm testing out and some will likely change before I finalize the mod. Some of them seem a bit too powerful, I'm trying to equalize all the UUs / UBs / Wonders to make everything worth wanting for certain playstyles.
Unit changes:
Ballista Elephant - 1-2 first strikes and Immunity to First Strikes added
Camel Archer - 2 first strikes added, Str reduced to 9, cost reduced to 75
Cataphract - Immunity to first strikes added
Gallic Warrior + Swordsman - STR increased to 7
Preatorian - Cost reduced to 40
Jaguar - Str increased to 6, cost reduced to 30
Holkan / Spearman / Impi - cost reduced to 30
Hwacha - Str increased to 6, melee bonus reduced to 25%, +10% city attack added.
Landsnecht - Str increased to 8, melee and mounted bonuses reduced to 50%
Longbowman - cost reduced to 40
Navy Seal - Str increased to 25, cost reduced to 150
Numidian Cavalry - Str increased to 6, melee bonus reduced to 25%
Panzer - Str increased to 30, cost increased to 200.
Quecha - cost increased to 25
Redcoat - Str increased to 15, Cost reduced to 100
Vulture - Melee bonus increased to 35%
I forgot about this one I made before uploading the mod:
Cossack - 16 str, cost reduced to 100. <<< This is overbuffed and the cost was reverted to 120 already, but the uploaded mod still has the 100 cost.
Specialist Changes:
Added a new Specialist type called Farmer that produces 3 food and 1 great merchant point
Aritist - +4 culture, +1 commerce
Engineer - +3 hammers
Merchant - +4 gold
Scientist - +4 beakers
Spy - +4 EP, +1 commerce
Priest - +1 hammer, +2 commerce
Great Artist - +12 culture, +3 commerce (Great people bonuses if settled)
Great Engineer - +6 hammers, +3 commerce
Great Merchant - +9 gold, +1 food
Great Scientist - +9 beakers, +1 production
Great Spy - +12 EP, +3 Commerce
Great Prophet - +2 hammers, +6 commerce
Trait building bonus changes:
Industrious - Double production speed of Forge and Factory
Organised - Lighthouse, Courthouse, Recycling Centre
Protective - Walls, Castle, Security Bureau, Intelligence Agency, Great Wall, Chichen Itza, Pentagon, Kremlin.
Hammurabi changed to Pro / Org.
Building changes:
Apothecary / Grocer - Cost reduced to 120, Merchant slots removed. 1 Farmer slot added to each.
Aqueduct / Hammam / Baray - 1 farmer slot added to each, Baray health bonus increased to +3.
Assembly Plant - 1 free engineer, 3 engineer slots
Bank + Stock Exchange, 2 merchant slots added to each. Stock Exchange bonus increased to +75% gold.
Castle + Citadel now obsolete with Corporation
Dun - +1 gold and +1 culture added
Feitora - +1 trade route added, gold bonus from water tiles increased to +2
Market - +2 gold added. Forum - +50% GPP, +1% global GPP, cost reduced cost to 120 and no additional gold bonus.
Garden - 1 farmer slot added
Supermarket - 2 farmer slots added. Mall - Gold bonus increased to 25%, 2 farmer slots, 1 free merchant
Mausoleum - 1 free Priest added
Mint - 10% gold bonus changed to a flat +2 gold increase.
Stele - +2 Culture, +50% culture output. Totem Pole - +1
added and Archery EXP increased to 5.
Pavilion - +4 culture, +50% culture output
Research Institute - +50% beakers, 2 free scientists, cost increased to 300.
Sacrificial Alter - +1
added, cost increased to 120.
Salon - +2 culture, +25% beakers, +25% culture, 1 free scientist
Seowon - +6 culture, +40% beakers
Shale Plant - cost reduced to 100 and 1 free engineer added
Trading Post - +10% gold added
Ziggurat - 1 Priest slot added
Wonder changes:
Angkor Wat - +1 hammer, +1 commerce from priests (making them +2 hammer, +3 commerce), and adds +2 free priests (slots removed)
Chichen Itza - +4 EP added. Changed bonuses to +1
and +25% EP in all cities. 2 Spy slots added and GPP changed to produce Great Spy points. 400 hammer cost
Christo Redentor - 2 free Engineers added
Oxford University - Culture output changed to +4 beakers
Shwedagon Paya - added 3 priest slots
Collosus + Great Lighthouse - Culture output removed, +4 commerce added
Great Library - Culture output changed to +4 beakers
University of Sankore - Culture output changed to +4 beakers
Great Wall - +2 EP and 1 spy slot added
Hagia Sophia - Culture output changed to +4 hammers, 1 free engineer added, 400 cost
Hanging Gardens - added +2 health and +2
for the city its built in, +1
per city, and 2 farmer slots, 400 cost
Kremlin - added +8 EPs and 2 free spy specialists.
Oracle - GPP changed to produce Great Scientists instead of Great Prophets.
Pentagon - +8 EPs added
Pyramids - 1 Engineer slot added
Temple of Artemis - Added +4 commerce. Added 1 priest slot, +1 trade route, and changed the free specialist to a merchant. Cost increased to 500 hammers.
Civic Changes
Serfdom - added +10% food output in all cities, and +1 hammer from farm and pasture.
Mercantalism - added +1 gold per specialist.
Representation - Extra beakers per specialist reduced to +2.
None of the above is final, all is still changeable.
I like the current version of the mod which seems to be working great, so I've uploaded it here if anyone would like to try it out:
http://www.gamefront.com/files/21847937/CivIVRebalanced.7z
http://www.gamefront.com/files/21847937/CivIVRebalanced.7z
______________________
Feel free to let me know what you think of all this that I'm testing out so far. These are all just my current ideas I'm testing out and some will likely change before I finalize the mod. Some of them seem a bit too powerful, I'm trying to equalize all the UUs / UBs / Wonders to make everything worth wanting for certain playstyles.
Unit changes:
Ballista Elephant - 1-2 first strikes and Immunity to First Strikes added
Camel Archer - 2 first strikes added, Str reduced to 9, cost reduced to 75
Cataphract - Immunity to first strikes added
Gallic Warrior + Swordsman - STR increased to 7
Preatorian - Cost reduced to 40
Jaguar - Str increased to 6, cost reduced to 30
Holkan / Spearman / Impi - cost reduced to 30
Hwacha - Str increased to 6, melee bonus reduced to 25%, +10% city attack added.
Landsnecht - Str increased to 8, melee and mounted bonuses reduced to 50%
Longbowman - cost reduced to 40
Navy Seal - Str increased to 25, cost reduced to 150
Numidian Cavalry - Str increased to 6, melee bonus reduced to 25%
Panzer - Str increased to 30, cost increased to 200.
Quecha - cost increased to 25
Redcoat - Str increased to 15, Cost reduced to 100
Vulture - Melee bonus increased to 35%
I forgot about this one I made before uploading the mod:
Cossack - 16 str, cost reduced to 100. <<< This is overbuffed and the cost was reverted to 120 already, but the uploaded mod still has the 100 cost.
Specialist Changes:
Added a new Specialist type called Farmer that produces 3 food and 1 great merchant point
Aritist - +4 culture, +1 commerce
Engineer - +3 hammers
Merchant - +4 gold
Scientist - +4 beakers
Spy - +4 EP, +1 commerce
Priest - +1 hammer, +2 commerce
Great Artist - +12 culture, +3 commerce (Great people bonuses if settled)
Great Engineer - +6 hammers, +3 commerce
Great Merchant - +9 gold, +1 food
Great Scientist - +9 beakers, +1 production
Great Spy - +12 EP, +3 Commerce
Great Prophet - +2 hammers, +6 commerce
Trait building bonus changes:
Industrious - Double production speed of Forge and Factory
Organised - Lighthouse, Courthouse, Recycling Centre
Protective - Walls, Castle, Security Bureau, Intelligence Agency, Great Wall, Chichen Itza, Pentagon, Kremlin.
Hammurabi changed to Pro / Org.
Building changes:
Apothecary / Grocer - Cost reduced to 120, Merchant slots removed. 1 Farmer slot added to each.
Aqueduct / Hammam / Baray - 1 farmer slot added to each, Baray health bonus increased to +3.
Assembly Plant - 1 free engineer, 3 engineer slots
Bank + Stock Exchange, 2 merchant slots added to each. Stock Exchange bonus increased to +75% gold.
Castle + Citadel now obsolete with Corporation
Dun - +1 gold and +1 culture added
Feitora - +1 trade route added, gold bonus from water tiles increased to +2
Market - +2 gold added. Forum - +50% GPP, +1% global GPP, cost reduced cost to 120 and no additional gold bonus.
Garden - 1 farmer slot added
Supermarket - 2 farmer slots added. Mall - Gold bonus increased to 25%, 2 farmer slots, 1 free merchant
Mausoleum - 1 free Priest added
Mint - 10% gold bonus changed to a flat +2 gold increase.
Stele - +2 Culture, +50% culture output. Totem Pole - +1

Pavilion - +4 culture, +50% culture output
Research Institute - +50% beakers, 2 free scientists, cost increased to 300.
Sacrificial Alter - +1

Salon - +2 culture, +25% beakers, +25% culture, 1 free scientist
Seowon - +6 culture, +40% beakers
Shale Plant - cost reduced to 100 and 1 free engineer added
Trading Post - +10% gold added
Ziggurat - 1 Priest slot added
Wonder changes:
Angkor Wat - +1 hammer, +1 commerce from priests (making them +2 hammer, +3 commerce), and adds +2 free priests (slots removed)
Chichen Itza - +4 EP added. Changed bonuses to +1

Christo Redentor - 2 free Engineers added
Oxford University - Culture output changed to +4 beakers
Shwedagon Paya - added 3 priest slots
Collosus + Great Lighthouse - Culture output removed, +4 commerce added
Great Library - Culture output changed to +4 beakers
University of Sankore - Culture output changed to +4 beakers
Great Wall - +2 EP and 1 spy slot added
Hagia Sophia - Culture output changed to +4 hammers, 1 free engineer added, 400 cost
Hanging Gardens - added +2 health and +2


Kremlin - added +8 EPs and 2 free spy specialists.
Oracle - GPP changed to produce Great Scientists instead of Great Prophets.
Pentagon - +8 EPs added
Pyramids - 1 Engineer slot added
Temple of Artemis - Added +4 commerce. Added 1 priest slot, +1 trade route, and changed the free specialist to a merchant. Cost increased to 500 hammers.
Civic Changes
Serfdom - added +10% food output in all cities, and +1 hammer from farm and pasture.
Mercantalism - added +1 gold per specialist.
Representation - Extra beakers per specialist reduced to +2.
None of the above is final, all is still changeable.
I like the current version of the mod which seems to be working great, so I've uploaded it here if anyone would like to try it out:
http://www.gamefront.com/files/21847937/CivIVRebalanced.7z