mmun
Chieftain
- Joined
- May 1, 2020
- Messages
- 6
Hi, I made an account to comment on the new happiness feature, and I realized that I had a few more things to add on other topics. Maybe some of it was suggested before. I'm so happy you guys are keeping this game alive. I'm an economist by education and this mod scratches that itch like nothing else out there 
Balance

Balance
- Generation of money from culture seems quite weak in comparison to domestic markets.
- Storms are underpowered, they should blow ships off course, dash them against the coast, even kill them
- I love "Learning by Doing" but it's too strong compared to education in the early game. The difference between stuffing my colonists in school and letting them work for 20 turns is the production generated in those 20 turns, especially in regards to food where you have a "compound interest" effect on top
- Maybe more non-colonist units could be made buildable? Early game for Settler Militia, but you could have a building allowing i.e. Ranger production. Or Native Mercenary for a colony with a native settlement with a mission or trading post within range? Often I don't take founding fathers buffing non-colonist units because I can't acquire them.
- Salt could give a small bonus to fishermen, salting being a common method of preserving fish
- The price of spices seems low, after all this was the whole point of sailing to the Americas.
- Dyed cloth production: I think wool cloth should also be allowed as an input. Maybe even sailcloth. Alternatively you could drop wool cloth as a unique good and allow cloth production from wool.
- You should be able to slaughter horses for food.
- A "don't butcher below 100" option would save some micro-management
- Preachers should get a small bonus to bell production
- Butchers should get a small bonus to health production
- Hemp planters and trappers should be available in Europe
- Stone does not feel rewarding at all, it's a bother to produce and ship around since you need stonecutters and quarries for maximum efficiency. I usually end up just buying it either from Europe or rushing the building.
- Imports should be allowed even if warehouses are full. Or there should be a toggle.
- A huge immersion-breaker is when you have a full warehouse and rush a building, only for you to lose x numbers of goods and not be able to build the building that turn. A solution could be to make goods bought for rushing buildings immune to this effect for a little while.
- Maybe the "cannot continue construction" could be replaced by a warning the turn before hammer completion so you don't lose a turn of hammers.
- Ship wreckage could appear over time instead of immediately, maybe even based on naval battles
- Coconut trees appearing on hills is a bit of a dead end
- Would it be possible to show buildings with missing prerequisites? I.e. Central Customs Authority when you only have one Customs House.
- Maybe subdivide Ship of the Line? Into i.e. two, three and four-decker or by number of guns. It would be really cool to build really huge ships.
- The import/export UI is a little inadequate with all the new goods in the mod.
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