Excellent Mod! 99% of the time once the mod community for a game get something usable together I am on to newer games but in this case my latent CivAddiciton has been stoked to a fever pitch. Thanks to the RaR team for all the work.
My main problem at this point is I would love to play some of the Game of the Month type contests, I play emp & demi pretty well and can win with all elements random a good %age of the time. However when I open up the GOTM and look at the tech tree I almost weep, what is all that white space! And playing the game I feel like I am driving through nebraska, a long straight road to nowhere interesting. Non-RaR civ is too booring for words now, if any of the powers that be are listening please consider a RaR GOTM.
As for the mod:
1. I am a little confused about the agicultural trait, it seems they get a bonus to food which seems reasonable however they also get more exspensive settlers, was the population growth bonus considered to be too large otherwise? It seems the non-ag civs get an advantage until Absolutism when the poulation costs become equal. I know the intent was to make a slower starting game (and I appreciate that) but now it seems kind of a crap shoot when you settle your capitol since many of the food boosters are invisible (to you) when you start the game. The more I have played I have gotten better at those first few difficult expansions (never had to use luxury slider before republic in vanilla civ) but some games I have had to abandon in disgrace after finding I was still trying to pop a settler and my neighbors had 4-5 cities each and completely surrounded me.. and that stack of champions does not look very friendly..
2. At Emperor the difficulty starting out seems pretty good, the AI beat the tar out of me on techs, units etc. until I make some decent trades (usualy with the help of philosophy) but by the industrial age I am either in complete control of the game or watching TV after being crushed before the middle ages. I think the massive increase in flexibility RaR offers benefits the human more than the AI so I don't blame the mod for this. At any rate it would be nice if the AI was a little more competetive in the late game, I have not seen many of the modern units etc. since the game does not usualy get that far before I get bored of trying to prop up my enemies so I can knock em down again. Isn't there something we can learn from the modern experience in Iraq, Israel, chechnya (sp?), Angola etc. about the real difficulty of occupation which is not reflected in Civ? I seem to remember playing civ in black and white on an old mac (civ I maybe?) and on conquoring a modern city occasionaly a swarm of partisans would form around it to beat the snot out of my weakend invaders. The civil disobediance in civ now does not seem nearly as difficult to deal with making warmongering wins very appealing.
Perhaps a Insurgent unit that can only be pop-rushed and has low attack rating but each attack causes an increase in the war-weariness of the opponent? I suppose even if it was possible the AI might not use them so it would just help the player.
I suppose ya'll are tied down by hardcoded Civ but if you can tweak the AI to be more competetive in the later stages I would appreciate it.
3. After RaR, Civ IV better be really f'ing complex and subtle or it will feel like a step back, eye candy or no.
-drjones
