On topic of religions, I actually think it's good that you can benefit from the extravagant wonders (such as palace of Potala - the best thing that can happen to a commerce-based town), it gives religions extra meaning, now you WANT religions, as many as you can so you can get your hands on those wonders, it adds extra challenge to the game. This is after all a single player mod (even if MP is possible), and it super-balance shouldn't be an issue, that's what regular Civ 4 is for.
Things that I'd LOVE to be tweaked (I'd love to help, too, but I never edited any XMLs short of changing Carthage color to purple):
- Great Commanders. I love them, but they are quite OP. The withdraw bonus, It's great and all, but with the MASSIVE bonus to withdraw chance, some units get 100% easily. IMHO 100% (or 95%) should be reserved for warlord-led elite troops ONLY. If you turn on "withdraw on defense", things get particularly ugly with immortal army! I know this option is fun, but for the sake of exploit-hunting, can we get rid of it? Or make it not possible to select together with great commanders? Immortal armies aren't fun, they just trample everything.
- Great Warlords. Every time he retreats (with dynamic EXP on), he gets with leadership 12 EXP. With the abundance of the new promotions, and all religious-based promotions possible without mutual exclusion, this leads to WAY more powerful warlords than in previous games. While I absolutely LOVE it (since there was little use for warlords earlier on battlefield, usual spammed units were much better), I'm afraid the "retreat" shouldn't be counted as epic victory. I think the dynamic exp system needs some work, tbh, the regular practice is to bombard the defenders with siege until they are half dead, with dynamic exp your "clean up" battles after siege attacks will most likely net you little to none exp (cause the odds are most likely to be in 99% range), making all those promotions useless cause units never get them!
I propose following changes:
minimal exp to be gained = 1 point, to prevent superslow gain
victory with odds below 75% = 2 points
victory with odds below 50% = 3 points
victory with odds below 25% = 4 points
victory with odds below 10% = 6 points
Retreating counts as victory, but exp growth is halved
How about that?
Also, global cap on retreat chance, I suggest 95%, 100% is just too cheesy.
Also, I once took the entire world with 100% withdraw single great warlord leading a cavalry unit (aided by a great medic). It wasn't funny, I mean I love great warlords but the two things combined (100% withdraw and 12xp per retreat) made him a monster that alone beat up massive civs.
- Future units are atm a mess, they don't have roles like units from previous eras, they are often "a bit of everything", perhaps assault mechs will be the new artillery and dreadnaughts the new tanks (or vice versa) ? One group with collateral damage and 1st attacks, but lower strength, other with massive strength but without collateral. Also, I still don't get why there isn't a single line of upgrades for tanks. Plasma armor is definitively weaker than later dreadnaught units but can't upgrade, either move it to tracked category as ultimate tracked unit (makes sense if categories are re-balanced and units get more of rock-paper-scissors balancing) or make it upgrade to thermobaric armor and higher.
- While I'm not the one taht should do criticizing because I can barely draw a line in ms paint, I think some units need visual tweakup, Orbital Fighters/Bombers barely differ from each other, they are a brown flying bulb, compared to beautiful models of Dreadnaught units or the jetfighter model or dropship they look ugly
- Ships, they need some twinking: Modern battleship should upgrade to missile cruiser (which is how things went anyway), there should also be more difference between destroyers, cruisers and b-ships: for instance, subs or airplanes should get a +100% bonus against battleship, while destroyers should get a +50% bonus against air units and submarines, this way some diversity is created.
- Fusion ships. I don't like the fact that there are three, looking similar, only differing in strength. Leading to simply spamming fusion battleships, as the strongest (not to mention that fusion battleship is actually weaker than future tanks which makes no sense, it's a massive ship armed with probably a ton of cannons or lazors or whatever...). I would say: scrap fusion battleship (obselete hull even by modern standards) and either fusion destroyer/cruiser (as they overlap with each other). We really don't need three ships doing the same thing. To compensate, we could get plasma destroyers (like in call to power) and maybe in space era some ultimate ship that would rival nanite cloud in strength (after all it's a WARSHIP... it's bigger than whatever on land and most likely much stronger). Not sure if you have people that can make good looking unit models, ofc.
- World Wonders, a LOT gets obsolete, much more than in vanilla game where only the old ones would get obsolete fast. How about reducing the obsolesce amount? Stuff like "Einstein's Lab" for instance is a good candidate for not becoming obsolete. Since it's a SP game, there's not much fun when you get your wonders offline every few techs, just kills the joy of building them...
- National wonders. There's a TON of them... does the 2 per city limit still apply? If yes, I really think it should be wise to shift it to 3, maybe even 4, because there's so much National stuff to build you'd have to have like 30 cities to have all of them... :O (and some of us LOVE to have a lot of things in their city ^^). So, how about upping the limit?
And, how's the food/gold growth balance going? I remember that in RoM:AnD it was really overdone since you had a million
,
and
in every city and could expand at the slider set to 100% science to like double or triple the empire you'd have in vanilla CIV... maybe higher maintenance costs for cities or something like that if nothing was done here?
- Will there be new units in the "top" tier? I recall C2C actually added an future era beyond those added by RoM:AnD, well at least I get that impression by looking at the extended tech tree. I'd love to see phantoms from Call to Power as ultimate fighters, and maybe even stuff like Star Cruisers as ultimate bombers. Or those ridiculous "swarm" units of CTP with their sick strength and paradrop ability as ultimate infantry?
Cheers!
Things that I'd LOVE to be tweaked (I'd love to help, too, but I never edited any XMLs short of changing Carthage color to purple):
- Great Commanders. I love them, but they are quite OP. The withdraw bonus, It's great and all, but with the MASSIVE bonus to withdraw chance, some units get 100% easily. IMHO 100% (or 95%) should be reserved for warlord-led elite troops ONLY. If you turn on "withdraw on defense", things get particularly ugly with immortal army! I know this option is fun, but for the sake of exploit-hunting, can we get rid of it? Or make it not possible to select together with great commanders? Immortal armies aren't fun, they just trample everything.
- Great Warlords. Every time he retreats (with dynamic EXP on), he gets with leadership 12 EXP. With the abundance of the new promotions, and all religious-based promotions possible without mutual exclusion, this leads to WAY more powerful warlords than in previous games. While I absolutely LOVE it (since there was little use for warlords earlier on battlefield, usual spammed units were much better), I'm afraid the "retreat" shouldn't be counted as epic victory. I think the dynamic exp system needs some work, tbh, the regular practice is to bombard the defenders with siege until they are half dead, with dynamic exp your "clean up" battles after siege attacks will most likely net you little to none exp (cause the odds are most likely to be in 99% range), making all those promotions useless cause units never get them!
I propose following changes:
minimal exp to be gained = 1 point, to prevent superslow gain
victory with odds below 75% = 2 points
victory with odds below 50% = 3 points
victory with odds below 25% = 4 points
victory with odds below 10% = 6 points
Retreating counts as victory, but exp growth is halved
How about that?
Also, global cap on retreat chance, I suggest 95%, 100% is just too cheesy.
Also, I once took the entire world with 100% withdraw single great warlord leading a cavalry unit (aided by a great medic). It wasn't funny, I mean I love great warlords but the two things combined (100% withdraw and 12xp per retreat) made him a monster that alone beat up massive civs.
- Future units are atm a mess, they don't have roles like units from previous eras, they are often "a bit of everything", perhaps assault mechs will be the new artillery and dreadnaughts the new tanks (or vice versa) ? One group with collateral damage and 1st attacks, but lower strength, other with massive strength but without collateral. Also, I still don't get why there isn't a single line of upgrades for tanks. Plasma armor is definitively weaker than later dreadnaught units but can't upgrade, either move it to tracked category as ultimate tracked unit (makes sense if categories are re-balanced and units get more of rock-paper-scissors balancing) or make it upgrade to thermobaric armor and higher.
- While I'm not the one taht should do criticizing because I can barely draw a line in ms paint, I think some units need visual tweakup, Orbital Fighters/Bombers barely differ from each other, they are a brown flying bulb, compared to beautiful models of Dreadnaught units or the jetfighter model or dropship they look ugly

- Ships, they need some twinking: Modern battleship should upgrade to missile cruiser (which is how things went anyway), there should also be more difference between destroyers, cruisers and b-ships: for instance, subs or airplanes should get a +100% bonus against battleship, while destroyers should get a +50% bonus against air units and submarines, this way some diversity is created.
- Fusion ships. I don't like the fact that there are three, looking similar, only differing in strength. Leading to simply spamming fusion battleships, as the strongest (not to mention that fusion battleship is actually weaker than future tanks which makes no sense, it's a massive ship armed with probably a ton of cannons or lazors or whatever...). I would say: scrap fusion battleship (obselete hull even by modern standards) and either fusion destroyer/cruiser (as they overlap with each other). We really don't need three ships doing the same thing. To compensate, we could get plasma destroyers (like in call to power) and maybe in space era some ultimate ship that would rival nanite cloud in strength (after all it's a WARSHIP... it's bigger than whatever on land and most likely much stronger). Not sure if you have people that can make good looking unit models, ofc.
- World Wonders, a LOT gets obsolete, much more than in vanilla game where only the old ones would get obsolete fast. How about reducing the obsolesce amount? Stuff like "Einstein's Lab" for instance is a good candidate for not becoming obsolete. Since it's a SP game, there's not much fun when you get your wonders offline every few techs, just kills the joy of building them...

- National wonders. There's a TON of them... does the 2 per city limit still apply? If yes, I really think it should be wise to shift it to 3, maybe even 4, because there's so much National stuff to build you'd have to have like 30 cities to have all of them... :O (and some of us LOVE to have a lot of things in their city ^^). So, how about upping the limit?
And, how's the food/gold growth balance going? I remember that in RoM:AnD it was really overdone since you had a million



- Will there be new units in the "top" tier? I recall C2C actually added an future era beyond those added by RoM:AnD, well at least I get that impression by looking at the extended tech tree. I'd love to see phantoms from Call to Power as ultimate fighters, and maybe even stuff like Star Cruisers as ultimate bombers. Or those ridiculous "swarm" units of CTP with their sick strength and paradrop ability as ultimate infantry?
Cheers!