So if I had a magic wand, here are the things I would change or add:
REF, Revolution, and Sentiment
* The Royal Expeditionary Force would start large and grow over time in smaller increases.
- The size would vary depending on difficulty.
* The size of the REF is bound to trade conducted with Europe, no longer tied to Liberty Bells.
- The King has a "coffer" where money from Tax and Military Purchases are stored. Each unit added to the REF has an associated cost.
- The REF fund receives a boost (based on difficulty) every time that tax outlays or increases are demanded and refused.
* The REF would transit to the Americas more quickly and reliably during the WoI.
* Soldiers in the player's service can be converted into the revolutionary line of thought (and they still count towards the total revolutionary %).
* Foreign Intervention.
-Production of liberty bells after revolution incites foreign intervention
-Size of foreign intervention is determined by difficulty.
* After the War of Independence, tax is no longer applied to goods traded in Europe.
* After the War of Independence, boycotts are no longer applied to goods traded in Europe.
* Declaring Independence extends the game by 50 turns.
Natives
* Barbarians! Well not really, but "Savage" Natives. There's probably a better term.
- Native settlements afflicted by border push convert some natives into savages.
- Savages only attack European settlements. (Operate like pirates)
* Natives no longer tribute cities once fully border-pushed.
- Demand payment for their land -> Refusal reduces diplomatic standing and summons the rest of the village into savages.
* If the natives are already upset with you, settling on native land now summons savages in the nearest village in addition to angering them.
* Natives can offer food as one of their gifts.
Education
* Revamped Colonial Education System:
-Asks which profession on admission to learning building, rather than departing
-No more ramping education time
-All free colonists require 10 turns at all education levels, Natives and Criminals 50% longer.
-All professions cost money to train and require a master present in the colony
-Add veteran soldier to the list of colonists that can be trained
-Building a college or university reduces training costs by 25% and 50% respectively
* Petty Criminals are no longer educated at Native Villages
* Native Converts are no longer educated at Native Villages
Economics
* Maximum tax increase regulated by difficulty.
- 5% on maximum difficulty, 1% on least.
* Tax increase frequency reduced 50% on Epic, 100% on Marathon. (I assume this addresses a current bug?)
* Tax increase chance reduced by the amount of the current tax. (i.e. 25% less likely if the tax is 25%)
* AI colonies keep more cash on hand with which to trade.
Exploration
* "City of Cibola" Added
- 3500 Gold
* "Fountain of Youth Added"
- 3 free citizens in discovering nation's European port
- 1 free citizen in all others
* "You find nothing but rumors"
- Nothing
* Indian Burial Mounds replaces large cash payouts
- Choice given: "Search those." or "Stay clear of those."
- 50% chance of 1000g treasure
- 50% chance of spawning savage natives and angering the local tribe
* Lost colony
- Rewards a free colonist or indentured servant.
* Discovering the Western European transit tiles discovers the Pacific Ocean.
- Allows automatic travel from Europe to the western edge of the map.
Missions from the King
* The King now asks you to do his bidding!
- Various missions with time requirements and rewards
- Possibile to refuse (increase rebel sentiment by 5% in all colonies - Adds to REF)
- Failure results in possible Tax increase, REF increase, or nothing
* Missions:
- Make contact with a tribe or European power
- Declare war on a tribe or European power
- Acquire a settlement from a tribe or European power
- Settle on a plot of land
- Deliver X type of good to Europe
- Build a particular building in a Colony
* Rewards:
- The kings good graces (reputation improvement)
- Reverse boycott of a good
- Tax repeal
- Reward of military unit(s)
- Cash reward
Graphics and UI
* Worked tiles producing more than 6 resources display the number of resources produced on the tile in the city screen.
* Trade goods on the route automation screen are arranged by type of good.
* Mouse-over hints for all setup options before the game
* Points earned towards Founding Fathers now shows an:
- Current point income
- Average point income (over the number of turns)
* When selecting a founding father, on the rejection option, the next available founding father is displayed.
* Roads made more distinctive against terrain features.
* Fortresses more distinctive from Forts
-Stone walls as opposed to wooden.
* European port screen resembles a port rather than a bare interface.
* Trade Goods icons made more distinctive
-Each trade good on the colony/europe screen accompanied by it's "smaller" icon version (like trade icons in diplomacy)
Miscellaneous
* Amount of money required to transit treasure to Europe aboard King's galleon increased based on difficulty:
- Hardest - 75% + tax
- Easiest - 25% + tax
* Fortresses automatically fire upon hostile naval units.
* Spanish receive an extra 25% gold from all native and exploration plunder.
Maps
* New method for generating European tiles more reliably close to coastlines.
* Add a NEW WORLD map script that incorporates:
- Size
- Formation (Archipelago, Continent)
- Climate (Cold, Wet, Hot)
* Add a map of North America (Huge and Standard)
* Add a map of Africa (Huge and Standard)
I realize that some of these things have been covered in Mods already, and that some are considered to be against the grain.
However, I consider this list to be the bare minimum for making this a fun game. As time allows, and I unravel how the code works, I'd like to try my hand at doing a lot of the above.
Some things I haven't considered yet are factors for increasing replayability. Possibly other ways to win, classic civ-stylings like eliminating all other European factions (currently a little too easy thanks to foolish AI), or "cornering the energy market."
REF, Revolution, and Sentiment
* The Royal Expeditionary Force would start large and grow over time in smaller increases.
- The size would vary depending on difficulty.
* The size of the REF is bound to trade conducted with Europe, no longer tied to Liberty Bells.
- The King has a "coffer" where money from Tax and Military Purchases are stored. Each unit added to the REF has an associated cost.
- The REF fund receives a boost (based on difficulty) every time that tax outlays or increases are demanded and refused.
* The REF would transit to the Americas more quickly and reliably during the WoI.
* Soldiers in the player's service can be converted into the revolutionary line of thought (and they still count towards the total revolutionary %).
* Foreign Intervention.
-Production of liberty bells after revolution incites foreign intervention
-Size of foreign intervention is determined by difficulty.
* After the War of Independence, tax is no longer applied to goods traded in Europe.
* After the War of Independence, boycotts are no longer applied to goods traded in Europe.
* Declaring Independence extends the game by 50 turns.
Natives
* Barbarians! Well not really, but "Savage" Natives. There's probably a better term.
- Native settlements afflicted by border push convert some natives into savages.
- Savages only attack European settlements. (Operate like pirates)
* Natives no longer tribute cities once fully border-pushed.
- Demand payment for their land -> Refusal reduces diplomatic standing and summons the rest of the village into savages.
* If the natives are already upset with you, settling on native land now summons savages in the nearest village in addition to angering them.
* Natives can offer food as one of their gifts.
Education
* Revamped Colonial Education System:
-Asks which profession on admission to learning building, rather than departing
-No more ramping education time
-All free colonists require 10 turns at all education levels, Natives and Criminals 50% longer.
-All professions cost money to train and require a master present in the colony
-Add veteran soldier to the list of colonists that can be trained
-Building a college or university reduces training costs by 25% and 50% respectively
* Petty Criminals are no longer educated at Native Villages
* Native Converts are no longer educated at Native Villages
Economics
* Maximum tax increase regulated by difficulty.
- 5% on maximum difficulty, 1% on least.
* Tax increase frequency reduced 50% on Epic, 100% on Marathon. (I assume this addresses a current bug?)
* Tax increase chance reduced by the amount of the current tax. (i.e. 25% less likely if the tax is 25%)
* AI colonies keep more cash on hand with which to trade.
Exploration
* "City of Cibola" Added
- 3500 Gold
* "Fountain of Youth Added"
- 3 free citizens in discovering nation's European port
- 1 free citizen in all others
* "You find nothing but rumors"
- Nothing
* Indian Burial Mounds replaces large cash payouts
- Choice given: "Search those." or "Stay clear of those."
- 50% chance of 1000g treasure
- 50% chance of spawning savage natives and angering the local tribe
* Lost colony
- Rewards a free colonist or indentured servant.
* Discovering the Western European transit tiles discovers the Pacific Ocean.
- Allows automatic travel from Europe to the western edge of the map.
Missions from the King
* The King now asks you to do his bidding!
- Various missions with time requirements and rewards
- Possibile to refuse (increase rebel sentiment by 5% in all colonies - Adds to REF)
- Failure results in possible Tax increase, REF increase, or nothing
* Missions:
- Make contact with a tribe or European power
- Declare war on a tribe or European power
- Acquire a settlement from a tribe or European power
- Settle on a plot of land
- Deliver X type of good to Europe
- Build a particular building in a Colony
* Rewards:
- The kings good graces (reputation improvement)
- Reverse boycott of a good
- Tax repeal
- Reward of military unit(s)
- Cash reward
Graphics and UI
* Worked tiles producing more than 6 resources display the number of resources produced on the tile in the city screen.
* Trade goods on the route automation screen are arranged by type of good.
* Mouse-over hints for all setup options before the game
* Points earned towards Founding Fathers now shows an:
- Current point income
- Average point income (over the number of turns)
* When selecting a founding father, on the rejection option, the next available founding father is displayed.
* Roads made more distinctive against terrain features.
* Fortresses more distinctive from Forts
-Stone walls as opposed to wooden.
* European port screen resembles a port rather than a bare interface.
* Trade Goods icons made more distinctive
-Each trade good on the colony/europe screen accompanied by it's "smaller" icon version (like trade icons in diplomacy)
Miscellaneous
* Amount of money required to transit treasure to Europe aboard King's galleon increased based on difficulty:
- Hardest - 75% + tax
- Easiest - 25% + tax
* Fortresses automatically fire upon hostile naval units.
* Spanish receive an extra 25% gold from all native and exploration plunder.
Maps
* New method for generating European tiles more reliably close to coastlines.
* Add a NEW WORLD map script that incorporates:
- Size
- Formation (Archipelago, Continent)
- Climate (Cold, Wet, Hot)
* Add a map of North America (Huge and Standard)
* Add a map of Africa (Huge and Standard)
I realize that some of these things have been covered in Mods already, and that some are considered to be against the grain.
However, I consider this list to be the bare minimum for making this a fun game. As time allows, and I unravel how the code works, I'd like to try my hand at doing a lot of the above.
Some things I haven't considered yet are factors for increasing replayability. Possibly other ways to win, classic civ-stylings like eliminating all other European factions (currently a little too easy thanks to foolish AI), or "cornering the energy market."
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