ynot56 and Belofon, thank you very much for your continuing interest in RARR and for helping to improve this mod by your reports.
At present new versions of the RARR and CCM mods are not released due to the great innovations comming with the
Flintlock patch to C3C. I don´t want to create versions of these mods that are obsolete when beeing released. This doesn´t mean that I am not reflecting about improvements of these mods. One thing is sure: The next version of both mods will be started with the Flintlock exe.
As unfortunately until now there are no reports about the boost for the AI in using landartillery and armies by the Flintlock patch,
I am very interested in reports about the AI performance of AI artillery and armies when using that patch so I can draw the proper settings for the next version of these mods. A start with the Flintlock patch instead of the Antal1987 exe is possible with the current RARR mod, too.
In the meantime here are photomontages about possible next versions of the RARR techtree. These images are not completely finished, as I´m reflecting about including the CCM Jagdpanzers and different stats for the modern infantry units.
RARR Era 2 - new:
RARR Era 3-new:
RARR Era 4-new:
A very minor point, but well it has bothered me some, seeing my infantry units not improving while others, particularly tanks and motorized infantry have significant upgrades.
Infantry used to come with mechanized warfare, an early 4th age advance. It now comes with Totalitarianism, a later 3rd age advance. This is fine. But, the next upgrade remains Body Armor, a mid-late 4th age advance. The new Cold War advance, a early, but not initial 4th age advance, provides significant upgrades, particularly to tanks, that 4th movement point is very important.
Maybe a unit between infantry and grunt available with cold war, or about then? Plastics maybe, if you cannot add more units with Cold War.
Now here's another problem. Modern infantry appear quite late in game, and by that time their stats are so bad they hardly can be utilised even as a cheap cannon fodder (seriously, 12/8 units following 18/8, 28/16 and appearing at the same tech as 12/20 is some kind of black humor). Furthermore, that leaves potential cold war infantry (which seems to be a good idea - WW2 infantry become useless soon enough, and there could be good representaion of soldiers with early assault rifles like AK and M-16) as a quite weak unit for it's time (like 10-11/7). May be this potential CW infantry should have current grunt stats, and latter infantry units should be buffed (grunts might have current modern infantry stats and modern infantry can be something like 18/13-14)?
Yes, even in my eyes the stats of WW2 and more modern infantry are problematic.

Per example in the RAR thread there was the following post:
"Infantry units by late Industrial and Modern Times are very useless. The tanks are so powerful, than no infantry unit may attack them with hope of defeating them".
These were the
thoughts by the great old RAR designer Doc Tsiolkovsky to this problem, answering that post:
Correct, if you only look at the raw A/D stats. But, they do have their uses: Tanks etc are wheeled, thus cannot enter hard terrain; they can be upgraded from "ancient" units, and especially - if you play some games, you'll soon notice that many of your cities in the IA and MoA can produce an infantry type unit per turn, while Tanks need three or more. And 2.5 Infantries are for sure better defenders than 1 Tank....
I share the opinion, that with modern infantry units some settings should be improved. The current modern infantry settings are still the old RAR settings. On the other side with the new settings of C3C railroad movement (no attack after railroad movement) in the flintlock patch it seems possible to give WW2 tanks or more modern in RARR the Blitz attack, too.
There is an error in RAR part of barbarians description: Barbarian Vessels can't (and probably wouldn't even if they could - not sure about it) bombard anything.
Belofon, thank you very much for reporting this error.

It will be fixed with the next version of RARR.
Currently, Corsairs enslave to Privateers - wouldn't it be more logical if they would enslave to new Corsairs?
I agree that this setting is better.

It will be changed with the next version of RARR.
Line Infantry and Musket Infantry have slightly wrong entries: line infantry is told to be equally skilled in attack and defence while musket infantry is descripted as strong defender and only adequate offensive unit (in game both are better in attack).
I hope there will come the time when the unit entries in the RARR civilopedia will be generally reworked and the information be set to CCM standards.
Japanese flavor of musket infantry doesn't have bonus HP.
Belofon, thank you very much for reporting this error.

It will be fixed with the next version of RARR.
And now here is the most serious issue of my current game: when I try to eliminate one of civilizations (Romans), the game just freezes. If someone wants to take a look at this problem, the autosave is attached to this post.
It seems you have run into the houseboat bug, one of the worst bugs in C3C. I will have a look into the save file when I have the time for it. The bug occurs, when a civ is eliminated (by the human player or an AI civ) but has one (or more) settlers on a boat. That is why the C3C succession game players have named that bug the houseboat bug. The only current working remedy when this bug is happening is to find that 'houseboat' and destroy it before the last city is eliminated.
The Flintlock patch holds a fix of this very nasty bug that not only haunts RARR, but C3C in general.