Specific ideas, since this is not the purpose of the thread.
Reverting to something more like BTS is a step in the wrong direction.
I would not be continually excited for pitbosses after 44, the first one i joined, if not for RTR. I am not qualified whatsoever to voice my opinions on the changes of the mod, but I do think I have play-tested the mod quite a bit in the past few months.
My friends and I have switched to using RtR instead of my mod on the weekends on the online play server for quick duels and ladder-style games.
I welcome the spirit of most of the 4.1.1.6 changes (my discussion sidetracks into general mod changes), I think their implementation was not the best. It is absolutely necessary to allow everyone to circumnavigate. Having ocean tiles cost more movement than coast is equally necessary to slightly tone down the OP nature of sirian doctrine and the other naval buffs (for vanilla comparison, look at Alhazard vs. Gavagai in PB44). The re-calibration of privateers was good as well, however it doesn't provide meaningful choices in the renaissance, which is now far longer due to tech cost changes. If caravel gets debuffs against triremes, should privateers not be balanced here as well?
Some changes I am less sure about. What was the reasoning for barracks giving culture? It devalues creative, does it not?
Certain civ changes seem dubious, like the ones to Native America and Khmer seem to be desperation, rather than inspiration. Spain is by far worst of all here.
Inca seems no less unbalanced. There is no significant difference from +1 and +2 culture for city-planning purposes - this is a creative trait with a 45 hammer decreased cost granary.
Bureaucracy/Vassalage should have the changes Krill mentioned at one point.
I do not see the reasoning behind giving caste bonus to all labor civics. Perhaps, it is fair, since specialist economies fall off late game.
Crossbow vs. Catapult tradeoff introduced was great, it provided an offensive vs. defensive decision to make for your collateral. However, a rebalance of China was not forthcoming.
Castle "rebalance" aka nerf seems strange.
Giving +7 exp (drydock) is never a good idea.
Town +1 food from emancipation is absurd and I do not see how that is a good change. Playing games with food is FAR more dangerous than with hammers or commerce.
Generally, the changes made to tech costs are fine, but could use retuning perhaps? This would be a discussion point.
I am not sure the swordsman-archer-axeman triangle is balanced, same for longbows-crossbows-maces.
Naval promotions are fine.
Open Borders with alphabet is late.
One thing I feel strongly about and feel am qualified to make a statement on in later era starts. Giving 2 settlers at the start in the classical era is NOT a good idea. Giving 2 starting workers is far better, opens up more interesting choices about going for math or IW or Monarchy first based on chop/rush/food respectively.
Lowering tech costs is fine for later era starts.
Village/Town indestructibility needs to be discussed.
My friends and I have switched to using RtR instead of my mod on the weekends on the online play server for quick duels and ladder-style games.
I welcome the spirit of most of the 4.1.1.6 changes (my discussion sidetracks into general mod changes), I think their implementation was not the best. It is absolutely necessary to allow everyone to circumnavigate. Having ocean tiles cost more movement than coast is equally necessary to slightly tone down the OP nature of sirian doctrine and the other naval buffs (for vanilla comparison, look at Alhazard vs. Gavagai in PB44). The re-calibration of privateers was good as well, however it doesn't provide meaningful choices in the renaissance, which is now far longer due to tech cost changes. If caravel gets debuffs against triremes, should privateers not be balanced here as well?
Some changes I am less sure about. What was the reasoning for barracks giving culture? It devalues creative, does it not?
Certain civ changes seem dubious, like the ones to Native America and Khmer seem to be desperation, rather than inspiration. Spain is by far worst of all here.
Inca seems no less unbalanced. There is no significant difference from +1 and +2 culture for city-planning purposes - this is a creative trait with a 45 hammer decreased cost granary.
Bureaucracy/Vassalage should have the changes Krill mentioned at one point.
I do not see the reasoning behind giving caste bonus to all labor civics. Perhaps, it is fair, since specialist economies fall off late game.
Crossbow vs. Catapult tradeoff introduced was great, it provided an offensive vs. defensive decision to make for your collateral. However, a rebalance of China was not forthcoming.
Castle "rebalance" aka nerf seems strange.
Giving +7 exp (drydock) is never a good idea.
Town +1 food from emancipation is absurd and I do not see how that is a good change. Playing games with food is FAR more dangerous than with hammers or commerce.
Generally, the changes made to tech costs are fine, but could use retuning perhaps? This would be a discussion point.
I am not sure the swordsman-archer-axeman triangle is balanced, same for longbows-crossbows-maces.
Naval promotions are fine.
Open Borders with alphabet is late.
One thing I feel strongly about and feel am qualified to make a statement on in later era starts. Giving 2 settlers at the start in the classical era is NOT a good idea. Giving 2 starting workers is far better, opens up more interesting choices about going for math or IW or Monarchy first based on chop/rush/food respectively.
Lowering tech costs is fine for later era starts.
Village/Town indestructibility needs to be discussed.
Reverting to something more like BTS is a step in the wrong direction.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman
- William Tecumseh Sherman