DoC + K-Mod = wasted evenings and train rides + headaches.
There is a playable merge of both mods still in my mod folder, but I'm really using the most forgiving definition of "playable" here, i.e. the game doesn't crash. The list of issues that I've detected on first glance, only from autoplay, without even playing it:
- there is a C++ exception when cities flip which crashes the whole RiseAndFall module, leading to incomplete or skipped flips for spawning civs and respawns (especially respawns)
- settling behavior, especially for colonies, is worse
- civs are too willing to vassalize
- the AI doesn't improve jungle tiles, often even keeps forested tiles with bonuses on them
- sometimes AI civs only found their capital and never leave it
- no noticeable turn time increase
For none of these problems could karadoc or I find a solution, and even then the result would probably be underwhelming. My conclusion is that what's optimal for normal BtS games (i.e. K-Mod's AI improvements) isn't necessarily good for RFC.
What worked well is the interface upgrades from BUG mod, so I will just merge that mod later on.
Surely there are also aspects of K-Mod that worked well and would be nice to have, such as the global warming mechanic, but extracting single features from such a large mod isn't exactly easy.