Great ideas for the mod. My hope is that much of what's there will eventually be a patch not a mod, as personally I dislike playing non-standard versions. Lets just hope Firaxis are listening. Here's some suggestions of mine:
* Unhapppiness increase for a new city = (number of cities / 5), rounded down. Maybe not possible in a mod? The idea is to make it an order n^2 factor, but still increasing slowly. This actually makes early expansion a little easier, not a bad thing in my book, breaks even at 15 cities, and gets progressively more difficult although not impossible.
* Making maritime food either a percentage or a fixed amount distributed somehow. Presumably not moddable either? Either of these changes would be one of the most effective fixes IMHO, so it's a bit of a shame if it's not possible.
* The growth equation appears to be meant to be something like:
food required = BASE_CITY_GROWTH_THRESHOLD + CITY_GROWTH_MULTIPLIER * population ^ CITY_GROWTH_EXPONENT
However, this doesn't match the numbers, so there's something else going on.
Personally I think changing the growth exponent to linear (i.e. 1) would work perfectly fine, that's what it was in civ4. In fact personally if anything I'd have made it less than 1 in the first place not more, but whatever, I'm sure they had their reasons.
So, base growth is where it starts, multiplier is how much food is added to get to the next bucket size, and exponent controls how fast the difference in bucket sizes increases (which is flat if it's 1, and would be "decreases" if it was less than 1).
* Bump up the yeild increases of the improvements for bonus resources. At the moment bonus resources are completely lame.
* It sure would be good if mined hills could produce 4 hammers, even if it was only in the late game. Currently they're eventually just 1 food worse than a lumbermilled forest.
* Make the location dependant buildings noticably better than the standard versions.
* If it's possible to modify what buildings do... well they could use a complete rehaul imho. At the moment there's distinct and completely separate lines of culture, science, production, great people, gold, military, city defense, food, growth and happiness buildings. As I've said before, it just smacks of design laziness. Bring back the hybrid buildings I say, and make every building, except maybe a handful of specialised ones, help with at least two of those categories. This helps makes heavy infrastructure more worthwhile because you can get things "for free" along with whatever you're targeting to build, but also because you can make the most of interactions. Once you've built a lot of science buildings, the incidental culture they provide might for instance give you a head start on making it a cultural centre as well. Whereas at the moment the two are just completely independent. With hybrid buildings there's an advantage to putting more than one type of infrastructure in a city over putting one type somewhere and another type elsewhere. It's all a bit radical though. Although you could do it a bit at a time.
That's about all I've got.
* Unhapppiness increase for a new city = (number of cities / 5), rounded down. Maybe not possible in a mod? The idea is to make it an order n^2 factor, but still increasing slowly. This actually makes early expansion a little easier, not a bad thing in my book, breaks even at 15 cities, and gets progressively more difficult although not impossible.
* Making maritime food either a percentage or a fixed amount distributed somehow. Presumably not moddable either? Either of these changes would be one of the most effective fixes IMHO, so it's a bit of a shame if it's not possible.
* The growth equation appears to be meant to be something like:
food required = BASE_CITY_GROWTH_THRESHOLD + CITY_GROWTH_MULTIPLIER * population ^ CITY_GROWTH_EXPONENT
However, this doesn't match the numbers, so there's something else going on.
Personally I think changing the growth exponent to linear (i.e. 1) would work perfectly fine, that's what it was in civ4. In fact personally if anything I'd have made it less than 1 in the first place not more, but whatever, I'm sure they had their reasons.
So, base growth is where it starts, multiplier is how much food is added to get to the next bucket size, and exponent controls how fast the difference in bucket sizes increases (which is flat if it's 1, and would be "decreases" if it was less than 1).
* Bump up the yeild increases of the improvements for bonus resources. At the moment bonus resources are completely lame.
* It sure would be good if mined hills could produce 4 hammers, even if it was only in the late game. Currently they're eventually just 1 food worse than a lumbermilled forest.
* Make the location dependant buildings noticably better than the standard versions.
* If it's possible to modify what buildings do... well they could use a complete rehaul imho. At the moment there's distinct and completely separate lines of culture, science, production, great people, gold, military, city defense, food, growth and happiness buildings. As I've said before, it just smacks of design laziness. Bring back the hybrid buildings I say, and make every building, except maybe a handful of specialised ones, help with at least two of those categories. This helps makes heavy infrastructure more worthwhile because you can get things "for free" along with whatever you're targeting to build, but also because you can make the most of interactions. Once you've built a lot of science buildings, the incidental culture they provide might for instance give you a head start on making it a cultural centre as well. Whereas at the moment the two are just completely independent. With hybrid buildings there's an advantage to putting more than one type of infrastructure in a city over putting one type somewhere and another type elsewhere. It's all a bit radical though. Although you could do it a bit at a time.
That's about all I've got.