Ok...my first visions of this mod. I played about 200 or so turns last night and here are my thoughts.
1) It is quite difficult to tell workers apart from other workers based upon how they look. It took me quite some time to visually tell the difference between a citizen and an expert worker. I don't know who created the units, but they need more color to them. It would be darn helpful if the 'expert worker' had a shovel or axe, something in his hands to differentiate him from other units. Unless I zoom in real close, all of the workers look alike. For the most part, they're all wearing white togas. Not very helpful.
2) Where are the archers?! I accept that Col2 had only Muskets, Cavalry, and Cannon, but in this era, there archers were a main part of any decent army. It's not like we have a shortage of ancient era units. I'm not saying that every single type of ancient era unit needs to be brought in, but we should at least have archers.
3) The AI...Woof. I played on a HUGE, Faire Weather (I think that was the map), map at Patriot level with all the AI's - I was that scorpion africa guy. By turn 200, every AI colony had at least 2 colonies, with a 2 having 3. I was at 3 myself but there was a huge difference. I had about as much population as all of the AI colonies combined. The tribes were not much better. Starting out on the map, I opened WB and saw that the tribes had 2, max 3 cities and that was it. Colony defense doesn't appear to be an AI concern as I took out the Egyptians with little difficulty.
4) The map was big but largely unpopulated. It made for training new citizens a nightmare. I gave myself some scouts and visited each tribe city to get an idea of how various skills were spread out. This is a part I'll never get with Col2...I found cities inland with no lakes yet they could train my people as expert fishermen. What is the mechanism that determines what a tribal city can teach? The lack of AI tribal cities is a real setback but at least buying the peeps on the docks remained dirt cheap for all 200 or so turns.
5) Some terrain features only allow for 1 kind of resource to be worked. I had a hill that had a forest with a river tile next to it. I expected I'd be able to at least pull lumber, ore, and food, maybe even furs (if furs exist in this mod...I'm not sure if they do or don't). I found I could only work lumber on that tile. I went so far as to 'personalize' the map and found a city. Same thing. It seems that forests block other resources. When I get home, I'll try and grab a screen capture of this.
6) Why are dyes located in the sea? I was under the impression that dyes were largely crushed vegetable matter or the like? This leads me to another issue, which isn't just related to this mod, but to all of Col2 in general. Why are resources tied to terrain? Last I checked, corn could be grown just about anywhere and cows aren't very particular about the location so long as they have food and water. Why is silver only to be found on tundra hills? For that matter, why are deer and furs also only to be found in the tundra? New Jersey and New York, my childhood playgrounds have plenty of deer and fur bearing critters, yet they are definitely not a part of the tundra?! So, back to my original question, why are dyes located in the sea? Can we remove this knot that binds resources to specific terrain? Incidentially, I like that you've added the feature of 'discovering' a resource when a terrain is improved a certain way. I've done that to every mod I play in CIV4...I really ought to do that with Col2 too.
7) The mod lacks a certain, je ne sais quoi about it. The lack of interaction between tribes and colonies was only interrupted by that senator every once in a while. Granted this is a BETA and not a full release so it's expected but I can't help thinking this is a piece of coal waiting to be turned into a diamond. Still, I don't find myself fully immersed into it the way I do with AODII. I figured that under the 2nd most difficult level, I'd at least be given a moment or 2 to compose myself before the barbarian poker was inserted but that never happened.
8) Events...are events even possible in Col2? They would REALLY spice up the game. We need plagues, city fires, barbarian hordes, earthquakes, volcanoes, etc. We need to see the gods being angered in this mod.
So there you have it...my thoughts thus far.
Just an update - started a new game. Got a CTD when right clicking on a treasure unit to move to my only city. I've encountered this type of CTD twice so far.
Also there is a problem with the naming of some of the tribal cities. I've encountered 5 cities now that display the following text: TXT_KEY_CITY_NAME_NURI, _PHILAE, _KHARTOUM, _NAQA, _DABOD - all from the Numidian tribe.