Over my years of playing Civ4 there have been a few issues which have bothered me a little bit. I think that maybe it is finally time that I made a mod to fix them all. I don't intend to add any new techs, units, or anything else like that. I just want to tweak the game to correct some small things which bother me.
In this thread I'll list the issues that I have in mind and my current ideas for correcting them. I'm hoping to get some feedback as to whether my ideas would be good and balanced and I'd also like to hear what the forum dwellers here would like to see changed in other parts of the game. The target audience of this mod is basically just me and a couple of friends that I play with, but I'm sure there are some important things that I've forgotten about or haven't thought of yet.
Finally, I have no modding experience in Civ4, so if you happen to know that one of my suggested changes is not possible to implement, then please say so!
Here's my list of issues so far:
Serfdom: It seems to me that this is the only civic that isn't ever viable (except for very special situations). I think it needs a buff. My current plan is that it could give +1 commerce for farms and lumber-mills, in addition to its current effects.
Nuclear power-plants: In my experience, building these does more harm than good. The chance of meltdown makes these power-plants worse than having no power at all. I plan to either limit meltdowns to a maximum of 1 meltdown per game, or remove the chance of meltdown completely.
"We have enough on our hands...": It seems silly to me that the AI essentially announces that it is preparing for war. It's an AI quirk that I've grown quite use to, but never the less I see checking trades for WHEOOHRN as exploiting flaw... and it's a flaw that I know can be easily corrected. I intend to move WHEOOHRN down to the bottom of the list of possible reasons for declining war bribes; so that the AI will only say WHEOOHRN if that is the _only_ reason for declining the war bribe. In particular, they should not say it to their enemies.
Automated workers: At the start of the game I like to have complete control over my workers... but in the mid to late game, I don't care too much about when/which/what tiles are improved. I'd like to be able to automate my workers, but the problem is that that there often are a few tiles that I do care about, and automated workers tend to stuff them up. I'd like a system where I could flag particular tiles as being reserved for particular improvements, and for the automated workers to do whatever they normally do, but only build the correct improvement on flagged tiles. For example, I might mark just one particular tile as being reserved for a farm. Automated workers should then do whatever it is that they normally do, except that they must not put anything other than a farm on a the tile I have marked. All other tiles can be whatever they like, but the tile I marked needs to be a farm. If it is currently impossible to put a farm on the marked tile, they should build nothing on it at all. The point of the system is to prevent cottages from being built where I intend to have irrigation chains, and to prevent anything from being built where I want a forest to grow (I'd mark it to built a forest preserve), and stuff like that.
Religion: I like the effect religion affects diplomacy with the AI, but it kind of bugs me that the AI has no 'game' reason for doing what it does. I'd like to give the AI some tangible reason to be 'upset that you have fallen under the sway of a heathen religion'. I don't have any concrete plans for this, but my best idea so far is to give a small trade-route bonus between civs that have the same state religion, and small penalty for civs with different religions.
Game music: I dislike that the game music is interupted every time I open the city screen. I want it to play continuously.
In this thread I'll list the issues that I have in mind and my current ideas for correcting them. I'm hoping to get some feedback as to whether my ideas would be good and balanced and I'd also like to hear what the forum dwellers here would like to see changed in other parts of the game. The target audience of this mod is basically just me and a couple of friends that I play with, but I'm sure there are some important things that I've forgotten about or haven't thought of yet.
Finally, I have no modding experience in Civ4, so if you happen to know that one of my suggested changes is not possible to implement, then please say so!
Here's my list of issues so far:
Serfdom: It seems to me that this is the only civic that isn't ever viable (except for very special situations). I think it needs a buff. My current plan is that it could give +1 commerce for farms and lumber-mills, in addition to its current effects.
Nuclear power-plants: In my experience, building these does more harm than good. The chance of meltdown makes these power-plants worse than having no power at all. I plan to either limit meltdowns to a maximum of 1 meltdown per game, or remove the chance of meltdown completely.
"We have enough on our hands...": It seems silly to me that the AI essentially announces that it is preparing for war. It's an AI quirk that I've grown quite use to, but never the less I see checking trades for WHEOOHRN as exploiting flaw... and it's a flaw that I know can be easily corrected. I intend to move WHEOOHRN down to the bottom of the list of possible reasons for declining war bribes; so that the AI will only say WHEOOHRN if that is the _only_ reason for declining the war bribe. In particular, they should not say it to their enemies.
Automated workers: At the start of the game I like to have complete control over my workers... but in the mid to late game, I don't care too much about when/which/what tiles are improved. I'd like to be able to automate my workers, but the problem is that that there often are a few tiles that I do care about, and automated workers tend to stuff them up. I'd like a system where I could flag particular tiles as being reserved for particular improvements, and for the automated workers to do whatever they normally do, but only build the correct improvement on flagged tiles. For example, I might mark just one particular tile as being reserved for a farm. Automated workers should then do whatever it is that they normally do, except that they must not put anything other than a farm on a the tile I have marked. All other tiles can be whatever they like, but the tile I marked needs to be a farm. If it is currently impossible to put a farm on the marked tile, they should build nothing on it at all. The point of the system is to prevent cottages from being built where I intend to have irrigation chains, and to prevent anything from being built where I want a forest to grow (I'd mark it to built a forest preserve), and stuff like that.
Religion: I like the effect religion affects diplomacy with the AI, but it kind of bugs me that the AI has no 'game' reason for doing what it does. I'd like to give the AI some tangible reason to be 'upset that you have fallen under the sway of a heathen religion'. I don't have any concrete plans for this, but my best idea so far is to give a small trade-route bonus between civs that have the same state religion, and small penalty for civs with different religions.
Game music: I dislike that the game music is interupted every time I open the city screen. I want it to play continuously.