I am no modder but there are a few things I would like to see a competent modder attempt. Feel free to make my dreams come true! --Trade allowed with foreign European powers (especially after declaring independence). --An increased variety of military units to include: ----Indian Scouts (Indian converts turned to soldiers, getting a +1 attack/movement in forest) ----Rangers (Seasoned Scouts turned to dragoons, getting a +1 sight/movement) ----Marines (Fishermen turned to soldiers, getting a +1 attack from seaward) ----Minutemen (Farmers turned to soldiers, getting a +20% settlement defense) ----Horse Artillery (Cannon combined with 150 horses, getting a +1 movement) ----Siege Mortars (Cannon with -1 movement, -1 defense, bombard range of 2 and +20% settlement attack) ----Military Engineers (Pioneers turned to soldiers, can build redoubts, trenches and roads, and get a +20% settlement attack) ----Frontiersmen (Lumberjack, Trappers, Mountainmen, Hunters or Miners turned to soldiers, getting a +1 defense/movement in forest) ----Light Horse (Cotton Planters, Sugar Planters or Tobacco Planters turned to dragoons, getting a +1 movement) ----Continentals (Veteran Soldiers given 150 more guns, gains +1 veteran status) ----Spy (Elder Statesman with 150 tools, +1 to movement and invisible to other player's units, can destroy improvements, sabotage buildings, incite Indians against an opponent) --More structures: ----War College (grants soldiers in the settlement advancement in training over time) ----Large Shipyard (can create up to frigate-size ships) --More ships: ----Sloop-of-war (a privateer with +1 attack) ----Brigantine (a starter ship with capacity three in hold) ----Schooner (a small ship, hold 2, +1 movement) ----Fast Galleon (2 less hold spaces, +1 movement) ----Treasure Galleon (2 more hold spaces, -1 movement) ----Gunboat (small, cheap ship with +1 attack and -1 movement which must stay within sight of land) --More variety in Indian gifts: ----Indian Scout (gain an extra unit; see above) ----A free unit, expert in the area of expertise of the village ----Free quantity of food and/or furs auto transferred to nearest settlement --More variety in maps to include: ----wild animals (cougars, grizzlies, wolf packs) ----wandering herds of buffalo! ----migrating pods of whales ----randomly generated tornadoes (destroys terrain improvements and buildings in settlement) ----randomly generated hurricanes (destroys ships and buildings in coastal settlements, spawns tornadoes when touches ground) ----alternate seasons (ea turn could represent 3 months) --More variety in colonists skill sets: ----hunters (to gain extra food on the deer squares, +2 defense vs Indians) ----buffalo hunters (hunters working in tandem with a wagon train, gain 300 food and 300 furs when they land on a wandering herd of buffalo) ----Whalers (ships, size of merchants, that find the pods of migrating whales, gain 300 of a new commodity: whale oilshould be as valuable as silver) ----Mountainmen (beaver trappers working in tandem with a wagon train, gain 100 fur for each turn he sits on a beaver square, +2 defense vs Indians) --Changes in terrain: ----Deer squares should multiply food with a lodge not a farm ----Should add gold and copper to the existing silver and allow a single unit, a miner, to work on any of them --More terrain improvements: ----Redoubts (+50% defense to infantry and cannonsmust be built within settlement boundaries.) ----Trenchworks (+50% defense to infantry and siege artillerymust be built within settlement boundaries.) ----Wagon trails (made automatically when a wagon traverses a square three times, gain 1.5 movement rate) ----Cobblestone Road (built on an existing road, gain 2.5 movement and extra liberty bells when built inside a settlement boundary) --Game mechanics improvement: ----Settlement artillery should be able to attack enemy ships in harbor. ----Tax rate to increase at a much slower rate. ----Expert status should be automatically granted Farmers, Fishermen, Cotton-Sugar-Tobacco Planters, Fur Trappers, Lumberjacks, Miners and Scouts by leaving an untrained unit (colonist, indentured servant, petty criminal, converted native) in the appropriate profession for a set period of time. ----Schoolhouse should only train actual professions. ----Should be able to create mining camps with a single miner and hunting camps with a single hunter (controls but one square, not four like a settlement). --New units provided from Europe: ----Veteran General (Baron Von Steuben type unitworks in War College to increase training of soldiers in settlement) ----Veteran Admiral (John Paul Jones type unit--works in War College to increase training of warships in settlement) If you took the time to read this far, I would appreciate some feedback! Thanks.