Now that people have had almost a week to download and test (or not) the stable, 2.0.7.1 version of the mod, I'm going to post some of the details for the future additions. Future editions of RtR mod, as a separate release forked off from the stable edition of the mod, are going to include a few changes that move outside the original scope of the mod. That does not mean they will be added to the stable version of the mod; I envisage 2.0.7.1 (or fixed version due to bug discovery) to be stand alone for the foreseeable future, and potentially a base from which various new mechanics or mods could be built.
For example, here are the changes that I intend to put it into the next series of mod releases (don't expect them all in the first edition), from the 3.0.0.1 line:
Beyond this, there are some areas that I am considering such as potential implementation of trait specific building bonuses, leading up to a potential "Design your own trait/civ combo" style of game. Imagine Advanced Start but for UU, UB and trait effects, everyone starts with no techs, settler and scout. None of this is an exhaustive list.
For example, here are the changes that I intend to put it into the next series of mod releases (don't expect them all in the first edition), from the 3.0.0.1 line:
- Rebuilt PHI trait.
- New seafood, work boat and (maybe) worker balance changes.
- A new series of building production modifiers based around flat cost decreases to units.
- Redesign and reintroduction of corps concept.
- Increased coast/ocean "features" (eg forest/flood plain/oasis) to increase naval tactics.
- New naval warfare mechanics.
- Alternate FIN balance.
- Tech cost scaling.
Beyond this, there are some areas that I am considering such as potential implementation of trait specific building bonuses, leading up to a potential "Design your own trait/civ combo" style of game. Imagine Advanced Start but for UU, UB and trait effects, everyone starts with no techs, settler and scout. None of this is an exhaustive list.