Religion and Revolution, release 1 review
I thought it would be fun to do a quick review of how the game is playing for me so far. As you know, there are still many bugs to fix with the mod, and I want to do my part in helping this happen. Good testing is always important! Right? So I've been testing RaR, and writing down anything that comes to mind, good or bad.
This critique/review is made up of 4 types of parts. Problems, Questions, Ideas, and Praise. Problems which have been addressed within this thread are italicized and made smaller. Ongoing discussion is not effected.
Disclaimer: This review is not going to be a complete analysis of RaR, just the engagements of one solitary player (me), over the course of only a couple of games. I have not even reached independence yet. My first few trys at the game, I got wiped out early on as I failed to adjust to all the new content. My latest game, I am playing as the French on my New England map, on the Conquistador difficulty. The game has been awesome so far!
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Problems:
~ My automated scout went to visit a native village and speak to the Chief while the tribe was furious with me and therefore unwilling to communicate, trade, etc. The pop up said that the scout was met with angry faces and could not talk with the village. That's fine... but then it popped up again, and again, and again, endlessly, until I finished the turn. And then did it again throughout the next turn, until I took the scout off automation, and ended the turn.
~ The founding fathers might need to be reworked, but I bet thats planned. An example, John Jacob Astor (Trade) provides an expert trapper for valuable furs, but +25% reg. furs in each colony and +1 coats. Is this intentional to have him benefit both kinds?
~ Demand seems unplayable at the moment. The Colopedia for ex. says that my Blacksmiths, Fur Traders, and Carpenters all demand 1 coat. But my domestic market screen says only one Colonist is demanding a coat, whilst I have 2 Blksm, 3 Fur.T, and 2 Carps in the city. Why?
~ The system for automating your colonists seems very bugged. Here is just two examples among many. My automated Hunter will work on getting 4 valuable wood (16gold) instead of 12 furs (60 gold). That's on the same tile. My automated blacksmith will work on 4 furs (16gold) instead of 10 ore (30gold) on different tiles.
~ Technically it does not seem to be a big deal at all, but... The event that says the Monarch has published a piece of propaganda against cigar smoking gives a - 2 price for cigars +1 relations with king if you agree, and a -1 relations if you disagree. That's good. The only problem is the -2 price and the -1 relations are green instead of red. For me at least.
~More intended to be added as I progress~
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Questions:
~ How do I get the background music to continue playing and not pause when I enter city view?
~More intended to be added as I progress~
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Ideas:
~ Give treasures 1 strength and make them fight. Give them a gun, and have it strapped on their back when walking.
~ Allow an option for 2 ships at sea to trade cargo. I needed this recently, when I wanted to use a sloop for combat but he was holding coats, and I simply wanted to give the coats to a nearby merchantman. Not possible, I think, so they were both forced to go to the nearest port. The feature would also be helpful in other scenarios, like taking the cargo off of a weak and dying ship.
~ If troops capture a port city which enemy naval units are taking refuge in, it does not make sense for those units to vanish out of thin air and still belong to the enemy somewhere. The guy was surrounded on land, and effectively blockaded at sea, realistically no one would have escaped. So it would be awesome for those naval units to change flags/teams just as regular colonists do.
~ When natives offer to sell you native mercs, if you pay full price you get one mercenary, if you pay half price you get one mercenary. Wouldn't it be cool if paying full price gave you a +1 relations with the tribe offering you the mercenary?
~More intended to be added as I progress~
---
Praise:
~ Thanks for making Hunters collect food as well as furs! Opens up winter play! Makes it possible to actually live, and thrive in the colder parts of the map(s).
~ The Shoshone indian music was a particularly good choice. I was quite surprised when I needed to trade with them, and therefore listened to the music a while. Impressive, a pleasant surprise!
~ The new features make the game seem much more real. By adding a lot more historically accurate content, I feel more like I am actually a colonial leader!
~More intended to be added as I progress~
I thought it would be fun to do a quick review of how the game is playing for me so far. As you know, there are still many bugs to fix with the mod, and I want to do my part in helping this happen. Good testing is always important! Right? So I've been testing RaR, and writing down anything that comes to mind, good or bad.
This critique/review is made up of 4 types of parts. Problems, Questions, Ideas, and Praise. Problems which have been addressed within this thread are italicized and made smaller. Ongoing discussion is not effected.
Disclaimer: This review is not going to be a complete analysis of RaR, just the engagements of one solitary player (me), over the course of only a couple of games. I have not even reached independence yet. My first few trys at the game, I got wiped out early on as I failed to adjust to all the new content. My latest game, I am playing as the French on my New England map, on the Conquistador difficulty. The game has been awesome so far!
--------
Problems:
~ My automated scout went to visit a native village and speak to the Chief while the tribe was furious with me and therefore unwilling to communicate, trade, etc. The pop up said that the scout was met with angry faces and could not talk with the village. That's fine... but then it popped up again, and again, and again, endlessly, until I finished the turn. And then did it again throughout the next turn, until I took the scout off automation, and ended the turn.
~ The founding fathers might need to be reworked, but I bet thats planned. An example, John Jacob Astor (Trade) provides an expert trapper for valuable furs, but +25% reg. furs in each colony and +1 coats. Is this intentional to have him benefit both kinds?
~ Demand seems unplayable at the moment. The Colopedia for ex. says that my Blacksmiths, Fur Traders, and Carpenters all demand 1 coat. But my domestic market screen says only one Colonist is demanding a coat, whilst I have 2 Blksm, 3 Fur.T, and 2 Carps in the city. Why?
~ The system for automating your colonists seems very bugged. Here is just two examples among many. My automated Hunter will work on getting 4 valuable wood (16gold) instead of 12 furs (60 gold). That's on the same tile. My automated blacksmith will work on 4 furs (16gold) instead of 10 ore (30gold) on different tiles.
~ Technically it does not seem to be a big deal at all, but... The event that says the Monarch has published a piece of propaganda against cigar smoking gives a - 2 price for cigars +1 relations with king if you agree, and a -1 relations if you disagree. That's good. The only problem is the -2 price and the -1 relations are green instead of red. For me at least.
~More intended to be added as I progress~
---
Questions:
~ How do I get the background music to continue playing and not pause when I enter city view?
~More intended to be added as I progress~
---
Ideas:
~ Give treasures 1 strength and make them fight. Give them a gun, and have it strapped on their back when walking.
~ Allow an option for 2 ships at sea to trade cargo. I needed this recently, when I wanted to use a sloop for combat but he was holding coats, and I simply wanted to give the coats to a nearby merchantman. Not possible, I think, so they were both forced to go to the nearest port. The feature would also be helpful in other scenarios, like taking the cargo off of a weak and dying ship.
~ If troops capture a port city which enemy naval units are taking refuge in, it does not make sense for those units to vanish out of thin air and still belong to the enemy somewhere. The guy was surrounded on land, and effectively blockaded at sea, realistically no one would have escaped. So it would be awesome for those naval units to change flags/teams just as regular colonists do.
~ When natives offer to sell you native mercs, if you pay full price you get one mercenary, if you pay half price you get one mercenary. Wouldn't it be cool if paying full price gave you a +1 relations with the tribe offering you the mercenary?
~More intended to be added as I progress~
---
Praise:
~ Thanks for making Hunters collect food as well as furs! Opens up winter play! Makes it possible to actually live, and thrive in the colder parts of the map(s).
~ The Shoshone indian music was a particularly good choice. I was quite surprised when I needed to trade with them, and therefore listened to the music a while. Impressive, a pleasant surprise!
~ The new features make the game seem much more real. By adding a lot more historically accurate content, I feel more like I am actually a colonial leader!
~More intended to be added as I progress~



