- Prevent the creation of Missionary if a church isn't present in the colony.
Possible.
But what about Europe ? I make my colonists to Missionaries in Europe usually.
Don't think this will help a lot.
(But we could do it.

)
- Lower the aggressiveness of the King. Raise tax and demand gold too often. (Explorer)
Agree.
- New Savannah graphics looks too bright green. (Unnatural Green)
I needs to be distinguishable to Grassland.
Actually I am happy with that color.
KJ and I had tried many different colourings.
That one was the best result.
- Have more Church Buildings. Colonial Meeting House, Chapel, Church, Cathedral?
Already on our list.
(When we will do "Economy" with all the new buildings - probably in
Release 2.)
- Possibility to change profession to Jesuit Missionary if Cathedral is present in the colony?
Jesuit Missionary is
no profession.

(It is simply the specialist in the profession Missionary.)
- Visual effect of attack and screen centered on every raid/attack. It looks like quick combat even though I havent got that turned on. Suddenly my army is lost and all I get is a message on top saying my Musketmen lost??? Seriously what is the problem with this?
I will take a look at that, when I have some time to do so, after our other features for Release 1 are implemented.
- Lower the possibility of a raid if natives are cautious or better in relations to almost none.
I will take a look at that, when I have some time to do so, after our other features for Release 1 are implemented.
- Lower the possibility of seasoned scout upgrade. Too fast upgrade, it is almost a cheat.
Don't like that one.
- Event Tweak: Reputation gain/loss towards the king - “King is the rightful owner of all treasures event”?
Don't understand what you are meaning exactly.
- Diplomacy Feature: Can threaten Natives to leave your units/treasures alone? Or leave your area of influence?
Too difficult to implement, sorry.
(Native Raids does not work that way.)
- Learn the AI to not necessary settle next to each other. Look for good places.
I will try to take a further detailled look at AI at some point.
- Ship of the Line needs to be locked down with research until later in the game. Frigate is obsolete unless we do this.
We can talk about that when we will introduce "Inventions".
- Why do all natives mostly need weapons and guns? They don't even know of them when you get too the new world in the first place. More dynamic system here?
Sorry, too much effort for that.
- We need more ways of lowering Tax...
I have already said, that I will create more DLL-Events.
- Lower the chance of having Native Merc offered. Make them more rare.
Ok, why not.
- Just for the fun of it. What is wrong with Frigates? I loaded 10 times with random seed on and lost 10 times to a privateer? 80% chance of success. Are the Odds calculated correctly?
- For strategic purposes would it be great to be able to destroy a road with Hardy Pioneer. Techology?
Are you talking about your
own roads ?
(Otherwise pillaging should work.)
- Have more information about who AI is friendly with and who they hate. More advanced Foreign Advisor.
Robert will like that idea.
- Bigger consequences when you are dealing with biggest enemies of another nation/friend.
Something like "biggest" enemy does not exist for AI ...
Also, sounds like too much effort for me.
- Need a way to prevent a settlement importing more items than needed just so it can sell it at Warehouse Expansion. Weapons/Tools/Horses is examples of such items.
- Need a way to choose what items Warehouse Expansion/Custom House should sell.
Possible, if somebody will implement it.

(I am absolutely not good at screens.)
- Customhouse sell non blockaded wares at 80% of Europe price? And boycotted wares at 60%? And still pay tax? We need to do the math on this thing and see if we can tweak it. I hardly earn any cash in mid/late game because I am taxed to death. Smugglehouse?
Definitely "no" smugglehouse from my side.
We are not going to bring in cheats.
You have high taxes, live with it.
I thought you would be happy to get "Customhouse selling boycotted goods" and now you are asking for even more ?

Don't you think that this will seriously go into direction of cheating ?
- Information screen like in Col94 where you could see how much rebel sentiment each nation got and colonists ect. Not sure how it was solved in col94. Maybe some kind of spy feature.
Spy feature is one of the things I had in mind.
AI could never use that wisely and thus I gave up that idea.
- Big buildings like Cathedral, University and so on is too cheap to build.
Could be a little more expensive, yes.
- Event Tweak: Instead of having a random King offer his help first turn after Independence is declared why not have it like in Col94 when you will get a notification that if you can get 100000 liberty bells a random selected king except of course your own will come to your rescue. Maybe also offer a little bit more help? Seriously only one Man'o'War? This way you can also use Political/Military Points for something.
Too much effort for almost no result.

Also, when I created that DLL-Event, it was supposed to be a
small addition and not totally change balance.
- Learn By Doing Tweak: Why not tie Learn by doing up to what kind of educational building is in a settlement or maybe how many educational points is created in a settlement. If you are using learning by doing feature in town by a free colonists learning to be farmer. So if there is a schoolhouse it would be normal, a then Collage a bit faster and a University a lot faster?
"Learning by Doing" means "Learning by
Doing".
Why should it be related to some educational building ?
- Ability to ask Natives to ask Natives to attack the King after Independence has begun. I dont seem to be able to get Natives to attack the King. Stirring up the natives vs King???
Actually it is theoretically possible to get Natives to attack you king but it is extremely unprobable (because of relations).
Stirring Up
cannot be directed !