Sorry, been away for a second. Me and some friends got hung on another Rise of Nations kick. I got my head stomped a couple times and stomped heads of my own a couple.

PLus we have modded the game to play alot longer than normal. 1 game lasts us onaverage at least 5 hrs. A couple lasted 7+.
As to this first part:
In the classical and renaissance era, siege weapons are without question the most effective units for attacking cities. No other units even come close. You think this is by accident? The units of civ 4 are all designed with a role. "City Attack" is one of those roles. Catapults (and Trebuchet) are tailor-made for this role. They are city-attack units. How is it "cheesy" to use city-attack units for the role of city attack?
Using catapults when attacking cities is not "exploiting a weak AI," since I would do the same thing when fighting a human opponent. The only difference is that a human opponent is more likely to have a large stack waiting for me when I reach the target city.
You forgot I was refering to cheese in Civ 3. As the cheesy tactics used in it are what got us here today. The tactic in 3 was to exploit the AI with artillery. Mainly, due to its inability to understand it. Which means it is a flaw in the program, thus cheese to use it against the program. It is not a "weakness" but a flaw. A weakness would be if the AI didn't build enough artillery but knew how to use it.
I know all about how the AI controls its units. Hehe, sort of hard not to on this forum. Although, I did spot this:
This AI weakness has less to do with the mechanics of how to use a particular unit, and a lot more to do with troop concentration, mobility, and calculated risks.
So the downfall of 3 was not a weakness in the AI but a flaw as I described. So it would be cheesy to exploit that flaw. Which it seems is what alot of people did because "they just couldn't help themselves." However, they claim it is because "That is how the game is suppose to be played." But it is not. It is a tactic used to exploit this flaw.
I'd be interested to see this mod. I don't think the tech layout for religion is bad, though, for 3 basic reasons:
1) It's almost unheard of for the same civ to found both Hinduism and Buddhism, due to the fact that they are parallel, rather than linked.
2) Researching techs on the way to Islam is generally done at the expense of military techs, making the discovering civ vulnerable to conquest.
3) Confucianism and Taoism lie on a completely separate path; one that is highly desirable and leads to critical mid-game techs.
Perhaps one day within the next year I will finish my mod.

I am really slow at it but this board can generally get me in the 'modding mood'. All religions will be founded in the mod most likely before/right at the Classical Age. The only thing the tech tree does is provide the way to begin to work at getting a religion. Most likely spiritual civs will end up with one the fastest. However, once you get 1 it is going to be hard to also gain a 2nd. But if enough non-spiritual people put off religion, Spiritual civ could pick up too. However, alot of stuff about religion is going to be modified as well.
Here is a link to a rough draft of my idea that I posted about quite a while back. (Some of it has been altered but the core idea behind it is still the same.) Alot of the stuff I have been modifying in it is from other people's ideas as well as making it 'flow' better inside the game.
Here is a link to the entire thread. There are alot of good ideas inside.
King Flevance said:
But the game isn't realistic in terms of a game. When I am playing civilization, I am playing civilization and I know it. I would like the AI to know this too. It is a game and they need to be worried more about who will invade them and who won't more than what religion everyone has chosen as their state religion. I am more likely to backstab someone with my state religion than I am someone else for the Holy City. Yet, they trust me.
bardolph said:
I don't think the AI works this way. The AI tends to build a military when it has the means to do so, and when it has a tech advantage. I've had "friendly" civs declare war on me just as often as "annoyed" ones. The "friendliness" of a civ usually affects what kind of trade options are available, not whether or not it will build a military or declare war.
It does work that way. I doubt you have been attacked by "friendly" AI as much as "annoyed". Only a handful of all the civs will attack you under friendly status.
Only some of the AI will declare on friendly status. Some, (about 1/3) you are garaunteed safety with pleased.
I'd rate a holy city with a shrine as equivalent to 2 good wonders. There are some really good wonders out there. I'd be hard pressed to say that a shrine is more valuable than, say, the pyramids.
Also, there's no guarantee that all religions are spread equally. If a holy city springs up in an area where another religion has already spread, it's going to take a lot of missionary spam to get that religion going, and that's IF you have open borders and non-theocratic neighbors.
I would rather have +1 gold per city with a main/half decent religion shrine in itin it, ability to see into all those cities, and +4 modifiers from a few AI over the pyramids. I can wait for representation through Hereditary rule. The only downside is the GPP types involved.
As to the late religions, they can still spread easy as it generally 'pops up' in newer cities. Which is usually full of low developed cities. Not always but usually. But I see aiming for Islam as a worthless strategy anyways. You can get all the others in a decent amount of time for it to matter.
King Flevance said:
Well, to me their being annoying is just something I have to tolerate. I have no choice in the matter. I don't always care for the friends I make in the game because they don't know what fair trade is. Playing MP will make you see just how greedy the AI is compared to other players.
bardolph said:
And yet, human players are still able to beat the AI. How is this possible?
It isn't about winning. If it were, I would just pay cheiftain and I wouldn't have to worry about needing to trade anything. I could just race to the finish. My arguement is that I have to constantly "eat it" on every deal in a solo game. No matter what nation I am dealing with, no matter our relations, I have to suck it up and be a chump that has no idea how to negotiate to get any
decent trades. They always want an arm and a leg for an arm in return on their part.
King Flevance said:
Also, I need no justification in this game because it isn't available. I wish there was an option to let the AI know that you seriously will invade if they do not meet your demands. This happens in MP enough. The AI would then have to evaluate if they are ready for war in that turn or not.
I don't simply want an option to say "Gimme this or else I will invade you right now!" I want an option that means "Gimme this or elseI will invade you right now!"
bardolph said:
This option already exists. It's called "tribute."
I have fixed my original post with bolded lines. This is not tribute. Tribute in the game obviously means "Hey matey, can I have this?"
Demanding tribute: -1
Saying no to tribute: -1
What the hell is "-1"? LOL. It should be like "-5" or hell make it "-8" THAT models real life more than religion and state does. Would also make people think twice about doing it.
EDIT: also, if you're the micro-manager you profess to be, I think you'd enjoy the specialist economy more than the cottage economy. LOTS more micro there.
I usually run a mixture of both as I tend to use slavery more than the caste system.
Watermills are certainly not useless, and under State Property, can be quite awesome.
Only on a plains by a river do I have use for them.

Even then I usually prefer a farm and only 1 hammer and coin.