.... I want to read what Doc T. thinks about the mod after he has reinstalled C3C and installed and played the mod. The last post was mainly written for Doc T., concerning his outstanding position in the RAR mod, containing the hint, that he should wait with the download of RARR until the next version of the biq and mainfile is available (so he doesn´t need to handle the patch for the mainfile).
Tempting, but I won't find the time in the foreseeable future.
Anyway, I'm sure you caught the spirit of DYP/RAR
, so you have my blessing to change really
a lot.
I somewhat remember the reason behind some of the more puzzling features - RR with Explosives, seemingly overpowered WW1+2 tanks and huge sea transport capacities: help the AI...
RR - once the player can build them, we all spam the landscape in no time, skyrocketing production and food. Plus the annoying
infinite movement. Besides, Steam Engines historically makes no real sense; they were around for a century before huge rail networks.
Sea Transports - the AI builds too few of them, and we never found out how to improve the AI build preferences here, aside making them unreasonably cheap, like in Age of Imperialism, but this even more helps the human player.
Tanks - this one is indeed difficult. I really tested this a lot, and for me, it finally gave the AI a chance to threaten (but not overpower) even an advanced player in the later game. In general, compared to vanilla, the standard defenders in RAR are weaker vs the standard attacker. We wanted to avoid the usual situation that the human just has to place like 2 Inf in a Metro, and losing a non-coastal city is almost impossible (the balance in the standard game is fine, because
here the AI builds tons of units). OTOH, defender strength values are almost pointless for a human with enough artillery, especially when fast attackers can retreat. So, if the WW1/2 tanks are best attackers and defenders, it makes it harder for the human to march next to an AI city and capture it, while also making it harder to eliminate an AI invasion (the AI obviously never coordinates fast attackers, slow defenders and ari in one stack).
I fully agree that this is highly artificial and lacks realism - so if you get to the same result with more elaborate designs like autoproduced joker units, even better.
I'm interested in your solutions
Best
Doc T