You guys rock.
1. Definitely agree w/ increasing the MI heli transport capacity (at least for infantry units)
2. Definitely agree w/ adding an early game assassin/ninja or spy-type unit (espionage/ intel has been too important in interstate relations over the course of human history to have it relegated to the late game). Like the idea where they steal workers.
Bacon's Assassin -
http://forums.civfanatics.com/showthread.php?t=158213
3. Definitely believe that guys who try to use big words and constantly use them incorrectly sound like a Muppet
4. Definitely agree that relig law and barter need to be balanced
5. Stone should be appear waaaay more frequently than it does (stones for God’s sakes- they are everywhere!)
6. Would love to see forts that fire on passing enemies and/or enact REAL zone of control (ala units in civ 1). Love the fact that you can build forts outside your territory, don’t like the idea I’ve read where they spread culture. Jeckel’s ZOC Forts -
http://forums.civfanatics.com/showthread.php?t=181921
7. Would love a sniper unit with the advent of rifling or later mil techs (better chance of staying invisible with promotions) TheLopez's Sniper -
http://forums.civfanatics.com/showthread.php?t=169665
8. I think guys that communicate in bullets are almost as annoying as guys in # 3.
9. Love the idea of random events happening in the single player game (forget where I read it). Some thoughts:
a. bad weather decimates a coastal city/ town improvement, or an earthquake/tornado/ wildfire an inland one. (do earthquakes ever happen in CIV 4)?
b. a plague breaks out in diseased cities and spreads to connected cities (causing you to quarantine by pillaging trade routes to that city;
maybe a new medical unit to help end the plague)
c. resources go bad for a few turns and offer no benefit (to represent the potato famine, redtide, foot and mouth disease, etc.)
d. pirates can land and/ or conduct amphibious assaults (no penalty) directly on cities. There are a lot of benefits from coastal towns, like external
trade routes, an abundance of water resources and an almost impossible to disrupt resource network between two costal towns (very important in the early
game w/ raging barbarians ripping up your roads). this would make you think twice about building a coastal city without adequate naval protection.
e. foreign travelers (only in the early game) and not attached to another civ. Think of them as a goodie hut that comes to you. They show up (via a pop-up) and ask to speak to the leader. You choose the effect or it is randomly chosen. They offer things like ancient secrets (help research), share maps, some type of gold benefit, or to join a city. Or you can forgo the benefit and enslave them (rush production or turn them into slave units). If you accept the benefit, you run the chance of them spreading a disease or starting a plague (or maybe they are con men and can swindle you out of money some how). Random foreign visitors are very rare. Someone else's idea, but i forget who.
This mod makes this game sooo much better (been playing since CIV I). Thank you so much for all your hard work. I’ve had Warlords for 2 months and I haven’t installed it yet (waiting for that big day where Sevo causes my GPA to take a nose dive and I fail out of grad school).
Thank God that other thing is over; kudos to all for taking the high road.
Isod