If you were in charge of a new CIV IV patch...

Leaving forests should be better rewarded
Buff:
* double the forest spread mechanic (probability)
If forest would be cut in real in life like they being cut in Civ4 that would be a catastrophe, because in real life forest are extremly useful,especially during winter.

Horever there is already national wonder National Park that gives +1 free specialist for each forest preserve in this city's tiles, and Forest Preserve improvment so its fine
 
Germany: replace the UUseless Panzer with "Freikorps", rifleman with Flanking I and access to Flanking II.

WWII Blitzkrieg is just renamed WWI Stormtrooper tactics is just renamed Freddie's Oblique Order. (Heck, even Rommel made his name as an infantry commander).
 
If forest would be cut in real in life like they being cut in Civ4 that would be a catastrophe, because in real life forest are extremly useful,especially during winter.

Well, I think they actually WERE cut down in huge parts of Europe during antiquity and middle ages to build ships or to make room for fields and pastures. (Germany in Roman times had quite a reputation for its nasty weather and its primeval forrests!) They are right now being massively cut down in the Amazonas region of South America...

http://en.wikipedia.org/wiki/Deforestation

http://en.wikipedia.org/wiki/Deforestation_by_region

http://de.wikipedia.org/wiki/Entwaldung
 
Completely rework naval combat
Galleys etc don't fight - instead the units they carry can attack each other, with Melee (only) able to capture enemy galleys.
Increase the cost of Ship of the Line, but chopping grants a massive bonus to construction: reflect the fact that you couldn't build them unless you had/used up old oak forests.
Artillery gives metal ships massive bonus vs wooden ships, to reflect the effect of exploding shells.
Remove Flanking; more powerful ships get multiple extra attacks. 1stly, this means more given the randomness of Civ combat.
2ndly, introduce torpedo boat at combustion - limited to territorial waters, but has Flanking I (and access to II) so a great threat to powerful warships. Can upgrade to Sub (also has Flanking).
Destroyer gets massive bonus vs mtbs and subs.
Battleship renamed as Cruiser (as that is what it is), and a more powerful/expensive Dreadnaught introduced, can upgrade to battleship. Battleship gains +1 power from every tech gained after Industrialisation, to reflect ongoing progress.
Introduce new Siege units called Batteries: these powerful guns have no movement worth speaking of (say 1/3rd of a point - need rail to get them anywhere) but can be loaded onto warships (from Ship of the Line up) and attack from them (including onto land - ever since the Battle of the Dunes the RN has taken a hand in land battles near the coast).
 
BUFFS

Representation available with Code of Law. Greece and Rome should not be forced to conquer Egypt to become republics!

Pikemen and spearmen gain defence bonus versus melee. Swordsman gain attack bonus versus melee. Axemen and Macemen become the city attack specialists. Add a medieval Longsword unit so each line has progression.

A gunpowder line that goes Grenadier > Stormtroopers > Marines & Paratroopers maintains access to CR.

Ballista Elephant gains 2 First Strikes.

Protective gains +100% internal trade route revenue.

NERFS

Slavery hammer yield halved for buildings.

CRE only produces 1cpt.

FIN commerce bonus changed to +1 trade route per city, maybe?

Terrace produces 1cpt and costs more to build.

Large stacks gain combat penalties representing logistical difficulties (reduced in home and foreign lands by PRO and AGG respectively).
 
Fix the User Interface, it's without competition the most annoying thing about the game. It's slow as hell, and works in idiotic unintuitive ways. A bonus feature is that the game can easily do the wrong thing, due to UI hickups.

Alternatively, implement a Regret button so we can undo the last move, which you typically want to do when the UI bones you.

Speaking about more 'normal' features, I'd love the game if corporations and espionage was removed. It just unbalances things, and can be a bit game-breaking. The game would be better with sort of-BtS without corporations and espionage.
 
Add the new civs into Warlords.
 
Add the new civs into Warlords.

:goodjob:
Absolutely with you here. Also one of my most urgent wishes regarding Civ IV. I actually tried to mod it myself - but I am no born modder and had some really silly grafics issues especially with Sitting Bull and nasty red lines around his feather headress (after simply copying him over from BTS :confused:) - so I gave up after a while. But I have a working mod that adds the handfull of new leaders to the already existing Civs in Warlords (like Lincoln, Pericles or Boudicea) - in case anyone is interested...
 
Each civ's capital be the holy city of their national pagan religion at the discovery of mysticism (represented by their flag). for example: Germanic paganism, shrine is built for 75 hammers (supposed to be cheap). However, if a major religion comes along in the same city then the paganism is destroyed (exception is the shrine, which is destroyed by changing your state religion). national paganism spreads to all your newly conquered and founded cities, you may also buy inquisitors (10 hammers, again, cheap due to paganism's limited nature) to destroy major religions or enemy paganism (ex. roman paganism). Also in the civics screen you have two religious options available at mysticism: tolerance or persecution. persecution is basically a pagan theocracy minus the exp bonus. I would also like to see theocracy spread your state religion newly conquered or founded cities, and inquisitors unlocked at theology. Say, Spain is using theocracy and conquers Tenochtitlan, Spain's state religion spreads to Tenochtitlan. Inquisitors should not be allowed to destroy Holy Cities, and Holy cities (if founded on the same site) should be able to be rebuilt (how many times was Jerusalem rebuilt?). I think this is more of a mod thing than a patch, but it would be both historically accurate and add to religious conflicts. The only problem is that this seriously nerfs the creative trait and stonehenge (since everyone can build a cheap stonehenge for their pagan religion.) maybe combine creative and charismatic traits and make stonehenge give you really early calendar?
 
I'd change upgrade path : cavalry->tank instead of cavalry->helicopter (it's more intuitive :) )
 
0. Instead of trading whole techs, research points toward techs are traded.
1. Can only whip buildings
2. has to be faster than the defender to withdraw
3. Cities can build ships as long as ocean/lake is in the BFC
4. Fix diplomacy, no more peace vassaling while in a war unless the master is fighting the same opponent.
5. Vassals automatically give you the techs they discover
6. Vassals will not trade strategic resource to anyone but myself
7. Assign cities between vassals
8. creating colony even if on the same land mass.
9. set up vassal exclusion zone so they can't found cities 2 tiles away from mine.
10. siege mode. When a city is under siege its population growth is halted, no tiles can be worked and trade routes are cut.
 
0. Instead of trading whole techs, research points toward techs are traded.
1. Can only whip buildings
2. has to be faster than the defender to withdraw
3. Cities can build ships as long as ocean/lake is in the BFC
4. Fix diplomacy, no more peace vassaling while in a war unless the master is fighting the same opponent.
5. Vassals automatically give you the techs they discover
6. Vassals will not trade strategic resource to anyone but myself
7. Assign cities between vassals
8. creating colony even if on the same land mass.
9. set up vassal exclusion zone so they can't found cities 2 tiles away from mine.
10. siege mode. When a city is under siege its population growth is halted, no tiles can be worked and trade routes are cut.

This !!! 100 % approved ! ^^ It just needs to be done ;) (especially when master needs to get rid of that city he/she doesn't want.) Other points are well thought out too, well done :goodjob:
 
3. Cities can build ships as long as ocean/lake is in the BFC

I'd expand this one even further. If there is an ocean/lake in the BFC, the city should be able to build lighthouses and harbors. Going with the water theme, I'd also like to see cities that have a river in their BFC to be able to build levees, hydro plants, and the Three Gorges Dam.
 
Especially with the map script where you're next to the single inland lake square with rivers all over but the square where you are. The only thing more annoying is the sea start with no sea resources and the one square river. Don't get me started on plains cows and silk.
 
0. Instead of trading whole techs, research points toward techs are traded.
1. Can only whip buildings
2. has to be faster than the defender to withdraw
3. Cities can build ships as long as ocean/lake is in the BFC
4. Fix diplomacy, no more peace vassaling while in a war unless the master is fighting the same opponent.
5. Vassals automatically give you the techs they discover
6. Vassals will not trade strategic resource to anyone but myself
7. Assign cities between vassals
8. creating colony even if on the same land mass.
9. set up vassal exclusion zone so they can't found cities 2 tiles away from mine.
10. siege mode. When a city is under siege its population growth is halted, no tiles can be worked and trade routes are cut.

Yes! except for 1, but especially 5, 7, and 10. I can go with 1 if you allow drafting with despotism (with less unhappiness).
 
1. Implement basic conventions that allow the game to run more quickly.
2. Fix the UI. All of it.
3. Nerf tech trades. Hard.
4. Rebalance civics such that ones that are basically non-viable in a majority of cases are more usable
5. AI tries to win like in BBAI.

Nothing hampers this game quite like its shoddy UI though, and the run speed is rough also.
 
Agree on all of those 100% (except 3 since I always play with tech trading off)
 
I'd expand this one even further. If there is an ocean/lake in the BFC, the city should be able to build lighthouses and harbors. Going with the water theme, I'd also like to see cities that have a river in their BFC to be able to build levees, hydro plants, and the Three Gorges Dam.

I did this in the xml, sort of, by turning off the river check for levee. Though now I can build levee even in 0 river tile cities but it's no big deal
 
Also nerf/redesign slavery. It needs too much micro to use efficiently but is the only realistic labor civic for large stretches of the game. And/or improve the options in that column in general.
 
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