Hi RayStuttgart.
I'm a scale-focus character who enjoys strategy/economics games such as MOO2, OpenTTD, and Factorio among others.
I thought I'd offer some thoughts. Good and improvements that I thought RAR could use
Also I finish out with some questions.
Headline of course is, many thanks and well regards for investing the effort to so completely overhaul the game experience.
In short:
It very much felt like playing a true
evolution of Colonization 1994, rather than just the Col4 'shiny remake'.
Good
The auto-educator was fantastic. I didn't use it enough as I did not fully understand where the school would source its free colonists from, but fantastic all the same.
Domestic Demand! The concept and implementation of domestic demand realized the creation of a separate economy, rather than just a big plantation, warehouse, or factory. This is a huge addition to the game.
Import Feeder! I understand this came from another mod, but to combine it made the creation of larger empires plausible without the game becoming a full-time job. It's hard to believe a simple feature was not included as part of the original.
Slaves, Africa, Slaves!
The triangle trade at last!
My fleet going in different directions, becoming a real globetrotting force! As professionals becomes available they become more of a 'frontier force', and the price does quickly becomes untenable with a +10 inflation rate. But it was still a feature I could not do without. Perhaps if there was a slight deflation over time, or a +5 inflation rate?
Trains and Railroads make continental empires very much possible. Significant land logistics are required to make a large empire, and I remember handling upwards of 50 wagon trains with the old trade route systems (Col4, Col 1994 was better) was just ridiculous. Trains did seem a touch 'cheap' to build though.
Random events are great to break the routine a little bit, and add some decision making. Unfortunately I found these exciting events never seemed to occur frequently enough, and in late game seemed to be hours in between. Especially exciting was the opportunity to expand my galleon from 6 to 8 cargo holds. Would love to be able to choose to do this regularly as it reduces user-workload.
The addition of extra music tracks was a lovely part extending the length to the point where it was almost long enough not to be repetitive!
Of course I extended it further with the Dances With Wolves soundtrack
Bad
The religion part of the mod title made me think there would be protestant and catholic alignments and allegiances. I didn't see any impact from the Vatican in my game.
Even at Governor difficulty the AI was particularly passive.
The only foreign power to declare war on me was... the weakest one. One swift front into my territory which was quickly rallied against, then refuted leading to their fall.
Without taking his capital he was un-interested in peace negotiations even as he was dis-assembled and handed to other foreign powers piece by piece.
With 2PCR, factories are even more important. I found that with only 3 colonist slots in Tier3 factories, that raw materials quickly backed up. And with certain bonuses even a single plot would close to saturate a single factory. Leading to a very distributed production network necessitating... equally distributed logistics.
Some of the epic music at points surprised me. My wife commented 'Oh... are you at war?!' in response to some of the more up-beat tracks. I was just building some roads and chillin!
Ugly
At high 50%+ tax rates
Port Royal is clearly the way to go. But I was not able to see a way to automate. This lead to multiple ships per turn manually loading and unloading. 5, then 10, then 20 ships every turn. At this point I was preparing for revolution and gold was beginning to be less of a concern, but this was a significant timesink over the course of the game.
Also given that port royal was 'secret' the prices should deflate more rapidly than europe. It's not plausible for fleets of 20 ships to be unloading thousands of tonnes of goods... secretly
The
Founding Father tech tree now stretches almost to oblivion. I understand that it was designed to sllow significant scale, but 100k political points was untenable.
National single-use wonders surprised me, and caught me aback when I found I was not able to rebuild the,
Not sure what's with the
statue, taking over 1000 turns to build??
My Modifications
Before the game begun I added one movement point to pioneers, scouts, dragoons, and cuirassiers.
Before the game began I doubled the work rate of pioneers. It seemed a little slow to wait 40 turns for a forest to be cleared, even by slave labor.
Before the game I moved the europe barrier 1-2 tiles inland both for my North American East coast starting location, and for areas near the AI home cities.
Mid-game for the spanish in mexico, I added a europe transit point in the gulf of mexico as they became cut-off and isolated from east-route due to the west indies becoming foreign territory.
In the late game I edited Tier 3 factories to handle 5 workers rather than 3.
I considered creating a Tier 4, but realized I would likely break the XML leading to hours of troubleshooting.
In future for my next game I would add cargo points to ships across the board galleons and west indiamen, and increase the price to make a clear differentiator. I believe much larger ships (or fleet management) are needed to handle 2PCR.
Questions:
Donations?
Setup a donation avenue and I'll probably find US50 somewhere for you.
I think many others would too anywhere from US5 to US100!
Funded Improvements
I know work on RAR is finished, but as I've already literated a good couple of pages, I thought I'd gather some information from you in return.
Deciding where to work next on your mod can be difficult at times. Priorities mixed, feedback complex. Voting and public opinion (it's hard not to listen to the loudest guys in the room) often help guide direction of urgency and importance of work prioritision.
Where am I headed with this?
I'd like to know what your personal feelings and thoughts are on paid-for extensions and improvements to RAR are?
I ask this of many modders and game creators I have spoken with and It's something I'm keen on understanding opinions and consensus.
Thanks for taking the time to read this, and if you have additional time in return, I am interested in any answers you may have to my question.
Many thanks again!