Great job
Thanks; also for the links. I had been aware of RtR, but not ToW. And sorry for taking a few days to respond; I had meant to write a post about this topic for some time.
I was wondering about your opinion of these balancing tweaks since they are the result of countless high-level multiplayer games.
One tiny cosmetic change from RtR is already in AdvCiv: Great Lighthouse at Masonry. There are some other things I'd like to adopt, but I wouldn't want to use RtR (or ToW) as the basis for a balance mod.
Apart from traits, unique units and nukes, it doesn't really nerf the most obviously overpowered elements of the game, such as Slavery, Bureaucracy, collateral damage, Rifleman, Liberalism and some of the +100% national wonders. I'd prefer to nerf all the powerful stuff because this reduces the overall economic output and thus the number of units on the map. I'd also like to move abilities from the overpowered to the underpowered options whenever possible. If things are just shuffled around, the game's original identity is mostly preserved and players don't have to evaluate novel abilities. RtR and ToW are probably very effective in balancing the civilizations and leaders, but I don't find that so crucial because players
normally don't min-max the civ/leader choice in single-player.
The historicity aspect would also be important to me, and in that regard, some of the RtR changes are quite jarring (e.g. the swaps between Pasture/Camp and map/OB trading, or Liberalism being required for Electricity and Mercantilism). I'd see balance changes as an opportunity to make the game a bit more historically accurate. I like that about
Imp. Knoedel's mods, although they're too far-reaching for me (and lack documentation).
I'm attaching two PDFs with gameplay changes that I've been contemplating. I don't expect anyone to read much of that, it's just to give an impression of what I have in mind. I'll never find the time to implement all that either.
Edit (Jan 2018): I've updated the files and added footnotes with rationales. That's the jan2018 zip file. I'm keeping the earlier file (nov2017) uploaded, but it's out of date now.
Edit (May 2018): I've put the latest version (not much changed since January) on GitHub so that I can track further changes there.
link
Edit (Mar 2021): updated the GitHub link
A problem with any major balance overhaul is that the bulk of it can't be done in increments, e.g. first the civics, then another update with the traits ... Too many of the changes are coupled, and players (myself included) wouldn't want to fundamentally readjust their strategies with each version. A few of my ideas could be implemented separately though, e.g. the changes to nukes and religions. These are the only large
balance changes that I could realistically see in AdvCiv in the near future. (And what remote future is there for Civ 4 mods?)
Another consideration are minor buffs that don't force players to adjust their strategies, akin to the changes inherited from K-Mod/
PIG. Things like:
I could find a few dozen more like these by sifting through my notes. But is this really worth adding another page to the manual that players would kind of feel compelled to read? Perhaps it needs to be winnowed down to changes with a real impact, like the Musketman change.