I open this thread to discuss any modmod ideas that the other players have but maybe they cannot do it.
If I like the idea and have the skills and time to do it then I will.
Hi Zeta Nexus,
A few things I wish I could do. Make changes to Slavery. Everyone starts with slavery. Your tribe is one step above a caveman, so after a battle what do you do with the enemy? (kill them, bring home to be servants or just cook and eat them.). No boosts to civs without slavery (why are they happy your enslaving them, and not killing them?). There should be no positives or negatives with having slavery early on (upper classes are happy, not all slaves were unhappy, unhappy slaves and lower classes anger = a washout). Negative and unrest effects should start when governments evolve, civs will pressure you to give up slavery through diplomacy: no trading more unrest, selling of military units, etc. to a civ with slavery and complete embargos against any civ that actually owns slaves, more unrest. (you can have slavery, like mistreating your citizens and/or have taken slaves like in battle). Opposing governments could recapture slaves to return to owner or free them in their own cities. And workers are only sold under slavery otherwise they can never be sold (that is human trafficking). After battles there is always some prisoners so the victor should be asked if they should be made slaves (negative effect with owner) or let go/sold back (positive effect they return home) or eliminated (a big negative effect with all known civs). Emancipation would turn all slaves into population in the nearest city (the increase of unskilled labor, could have a plus or a minus effect on the city). Hammers and gold are fine but you should lose % of food (with the number of slaves owned) in your capital. (that should keep a lid on number of actual slaves owned).
I like to see raiders (hidden with no nationality) being made that can land on foreign soil and capture workers/slaves, great people, missionaries, etc. and receive gold for the plot they pillage. (whatever the improvement costs to build they get it in gold.)
One last thing. Military units, archers, crossbowmen, wooden siege weapons, wooden ships etc. with a building connected to a forest resource. (by what 1200 AD Europe's forests started disappearing.) Like to see this somehow. Maybe a hardwood forest resource that depletes? And starting with gunpowder units, it would cost the owner gold every time the unit moves outside the owners borders. No movement no cost. (reflects the greater supply demand). I know upkeep is one thing but I feel moving the armies outside of your borders surpasses the upkeep costs. The cost could be weighted by the movement allowance or how far from ones own borders? If you have no gold then the units must return to their borders. Railroads played an important roll in troop movements. So no charge while on the rails or loaded. (the unit, ship, air transport, carrying would be paying the cost).
Thanks for the great mod.