Thanks for all the comments, that's this kind of feedback I'm after
.
1. Strategic Resource Distribution .. seems to be to minimal. Only found 1 iron on biggest continent in current game. No iron in another game didn't go far in. You might wish to up chance of occurance.
The appearance ratio is the same as in conquest. It could simply be bad luck?
However, don't forget the resources do not work as in Conquest. You can always produce a unit if you lack a resource. However, it costs more. Having access to strategic resources is more a large bonus than a game winner.
2. Time to construct buildings .. way to long (opinion), e.g. in my current best producing city it takes 50 turns to build a forge or 500 years (at 10 years per turn). In effect it takes 20-50 turns to build things, but 4-8 to build units .. so result is few buildings vs units.
Noticed. If other people feels the same, I'll reduce the cost.
3. So far tech flow seems to be about right .. although it might be a tad faster to improve flow (but if change 1 & 2, would probably result in faster tech flow).
OK, but in some of my tests, it was going to fast after a while .
What was your tech level in 930 BC?
4. Certain cities show up in the game when built as walled already (nope haven't built walls). Usually by mountains.
Strange... I'll try it to se.
5. Seems strange to have berries on the tundra but not seals or game/big game.
Seals and Big games are allowed in Tundra. You should get same. Bad luck again?
6. I really wish there was an option to produce nothing ... get to near 0 income and would like to build nada until can get a positive cash flow.
Hmm.. I'll try to think of something. I agree it's sometime boring to have to produce something.
7. Presue the lack of strat resources in the mountains is intentional.
A left over of an attempt to make mountains completly impassable. I'll correct it.
8. Church and church plus Cathedral and cathedral: This was in the editor with diff being the upper/lower case letters. Presume a name change will occur at some future update .. diff techs and some diff effects.
They will be kept that way, unless you have a better name to suggest. You build Churches and Cathedrals first, then they become obsolete when you discover reformation, resulting in no happyness bonus from them for a while (my attempt at religious turmoils caused by reformation
), and then you can build them again as church and cathedral, but with a weakened effects, to simulate the lesser importance of religion in "modern" life. Or simply the fact reformed / schism create tension
9. Steam Boats vs Armored Ship: One obsoletes the shipyard (SB) but can't build Naval Yard until AS, thus no veteran ships .. intentional?
Yes, we are going from the age of sail to the age of iron. It get some time to adjust and get new veteran units...
10. Shouldn't a 'large sewer' be better then 'sewer' at fighting pollution; both -1.
Isn't the effect cumulative? So building a large sewer on top of a sewer gives a net result of -2, instead of -1 with only the sewer?
11. Power Plants replacing others in the chain. I never liked this as somewhat non historical. In mod i'm working on (extending RaR into the future) they just build on one another (and yes AI builds more then 1). But personnal pref here.
It may be worth a try. And I have another idea in mind for the "replace building".
12. Need some form of explorer or caravan unit to see the world and die faster.
The "agents" (explorers, spies, etc) have not been done yet. I also have to add aircrafts, helicopters and missiles.
No comment on the units balancing yet?