Second set of problems:
1. My Enkindu Warrior is marked as "upgrades to swordman". But it has a cost of 10; Swordman has a cost of 40. I need to make a quick, one turn unit. But I can't make Enkidu Warror anymore, even though it's my unique, pride and joy of my nation.
No problem, right? I can't build EW's, but what about regular W's? They don't upgrade, so they should still be available, right? Nope. I didn't get them when I could make EW's, and now that I can't make EW's I can't make W's either.
I have no more quick one-turn build combat units.
2. I have a city that can build Swordman and Spearman, one turn each. Swordman is much better than spearman. The city govenor decided to make a spearman instead.
3. A new idea for turn based multiplayer. When it's not my turn, let me do anything I can do on my turn, including give orders to my units, EXCEPT actually moving them.
Specifically, I'd like to be able to do the following:
[ tab ] 1. Examine my units, and see their current orders (not currently possible)
[ tab ] 2. Give them an order, even though they will not execute it immediately. (Not currently possible, even on my turn currently. If I try to select a unit that has already moved, to give it a new order for next turn, all I'm told is "This unit has already moved". I cannot give a new order to it now, even though it will not take effect; I have to wait until next turn, and remember what I wanted to do. That's extra time and effort on my part, and just makes the game more cumbersome, without adding to the play value.)
[ tab ] [ tab ] In other words, I want to be able to select a unit that has no movement, and tell it what to do next turn, both on my current turn, AND IN BETWEEN MY TURNS WHILE SOMEONE ELSE HAS THE ACTIVE TURN.
The benefits? This means that while other people are moving their units, I can be planning my strategy, and getting ready; on my turn, my planned units will move, and only then does my time counter start ticking for the remaining units that I need time to think about.
Think about that for a second -- the time counter only runs AFTER moving the units with outstanding orders; no clock time elapses for moving the units with orders. I'd go even further: Do not run the clock during the graphical sequences (animations, etc) for units. Telling a worker to "R"oad, even if it's just hitting the "R" key, takes time for the animation. Again, think computers at the bottom of the required minimums.
4. A potential bug, please verify that it does not occur:
[ tab ] In timed multiplayer:
[ tab ] If I have a bunch of units, some with orders, and some without, and a unit without an order is up first:
[ tab ] [ tab ] If I do not move or skip past this unit, then do my units with orders move at all?
[ tab ] [ tab ] If my entire turn is spent on city screens, and I never actually get to units, do my units with orders do nothing because I did not tell them "follow the orders you have already been given"?
5. The "Shortage" indicator (not enough food) doesn't properly indicate what will be lost when a grainary is in place in a city.
6. We have spcialists for money, happyness, science; we get specialists for shields and reduced corruption. Why not specialists for food? (agricultural specialists).
7. If I have num lock turned on, then the numeric keypad moves units, and the arrow keys move the map. This is good, and useful. However, if I then hit home/end/pg up/pg down, then instead of moving the map on a diagonal, it moves the unit. That's bad -- inconsistent.
8. I want to be able to work on multiple scientific items at once.
Right now, you have the following:
[ tab ] 1. A given nation can only work on one topic at a time, and
[ tab ] 2. It takes a minimum amount of time to research that topic
Which yeilds the rather silly idea that most scientists in a nation are unable to do anything. They can't research, publish, or anything, because only one topic can be worked on by all 250 million people, and nothing can happen faster than one discovery every 12 years (6 turns, end game) across all disciplines. That's silly. Just imagine if there was only one nobel prize every 12 years, instead of several every year.
Put another way: You can have these 5 cities developing one tech, and those 5 cities, with a different label, developing a second tech; yet if you give all 10 cities the same label, suddenly they take twice as long because they can only work on one tech at a time.
9. If the map is in zoom mode, and you right click on a square off near the right edge, you get the terain description on the left edge of the screen, not the right edge.
This happens at a distance of 6 half-squares (3 full diamonds).
10. I'd like to specify if city names appear in clean map mode.
11. In zoomed mode, enemy cities in the bottom right corner of the map do not display their names and population.
12. The "What happened at this city" notices go by very fast. I'd like to see them stay on the map.
13. In negotiations, when the AI talks to you, they can either say "Please remove your troops", or "Your troops will move automatically". When you talk to the AI, you don't have that choice.
14. In one game, I have a MPP with Egypt. Mycenae declared war on me. I went to talk to Egypt; my foreign advisor said they were still at peace with Mycenae. I wanted them to decalre war on Egypt, in support of the MPP. But as far as I could tell, there was no "Our mutual protection pact requires you to declare war on X" option on the initial screen, and trying for "Allience vs. the Mycenaeans" would cost me a world map, all my gold, and gold per turn (hmm, and we are into the last 17 turns...). (I managed to get it for just a world map and a per-turn amount. Cheap. World map wasn't worth much that late, nor was the discounted (interest/inflation rate) gold very expensive.)
15. The shield bars are 10 down, and easy to count, but fill up across, making it hard to tell how many empty spaces are left.
16. If I abandon a city, I should get a settler. Plain and simple, if everyone picks up and leaves, I should be able to settle down elsewhere.
1. My Enkindu Warrior is marked as "upgrades to swordman". But it has a cost of 10; Swordman has a cost of 40. I need to make a quick, one turn unit. But I can't make Enkidu Warror anymore, even though it's my unique, pride and joy of my nation.
No problem, right? I can't build EW's, but what about regular W's? They don't upgrade, so they should still be available, right? Nope. I didn't get them when I could make EW's, and now that I can't make EW's I can't make W's either.
I have no more quick one-turn build combat units.
2. I have a city that can build Swordman and Spearman, one turn each. Swordman is much better than spearman. The city govenor decided to make a spearman instead.
3. A new idea for turn based multiplayer. When it's not my turn, let me do anything I can do on my turn, including give orders to my units, EXCEPT actually moving them.
Specifically, I'd like to be able to do the following:
[ tab ] 1. Examine my units, and see their current orders (not currently possible)
[ tab ] 2. Give them an order, even though they will not execute it immediately. (Not currently possible, even on my turn currently. If I try to select a unit that has already moved, to give it a new order for next turn, all I'm told is "This unit has already moved". I cannot give a new order to it now, even though it will not take effect; I have to wait until next turn, and remember what I wanted to do. That's extra time and effort on my part, and just makes the game more cumbersome, without adding to the play value.)
[ tab ] [ tab ] In other words, I want to be able to select a unit that has no movement, and tell it what to do next turn, both on my current turn, AND IN BETWEEN MY TURNS WHILE SOMEONE ELSE HAS THE ACTIVE TURN.
The benefits? This means that while other people are moving their units, I can be planning my strategy, and getting ready; on my turn, my planned units will move, and only then does my time counter start ticking for the remaining units that I need time to think about.
Think about that for a second -- the time counter only runs AFTER moving the units with outstanding orders; no clock time elapses for moving the units with orders. I'd go even further: Do not run the clock during the graphical sequences (animations, etc) for units. Telling a worker to "R"oad, even if it's just hitting the "R" key, takes time for the animation. Again, think computers at the bottom of the required minimums.
4. A potential bug, please verify that it does not occur:
[ tab ] In timed multiplayer:
[ tab ] If I have a bunch of units, some with orders, and some without, and a unit without an order is up first:
[ tab ] [ tab ] If I do not move or skip past this unit, then do my units with orders move at all?
[ tab ] [ tab ] If my entire turn is spent on city screens, and I never actually get to units, do my units with orders do nothing because I did not tell them "follow the orders you have already been given"?
5. The "Shortage" indicator (not enough food) doesn't properly indicate what will be lost when a grainary is in place in a city.
6. We have spcialists for money, happyness, science; we get specialists for shields and reduced corruption. Why not specialists for food? (agricultural specialists).
7. If I have num lock turned on, then the numeric keypad moves units, and the arrow keys move the map. This is good, and useful. However, if I then hit home/end/pg up/pg down, then instead of moving the map on a diagonal, it moves the unit. That's bad -- inconsistent.
8. I want to be able to work on multiple scientific items at once.
Right now, you have the following:
[ tab ] 1. A given nation can only work on one topic at a time, and
[ tab ] 2. It takes a minimum amount of time to research that topic
Which yeilds the rather silly idea that most scientists in a nation are unable to do anything. They can't research, publish, or anything, because only one topic can be worked on by all 250 million people, and nothing can happen faster than one discovery every 12 years (6 turns, end game) across all disciplines. That's silly. Just imagine if there was only one nobel prize every 12 years, instead of several every year.
Put another way: You can have these 5 cities developing one tech, and those 5 cities, with a different label, developing a second tech; yet if you give all 10 cities the same label, suddenly they take twice as long because they can only work on one tech at a time.
9. If the map is in zoom mode, and you right click on a square off near the right edge, you get the terain description on the left edge of the screen, not the right edge.
This happens at a distance of 6 half-squares (3 full diamonds).
10. I'd like to specify if city names appear in clean map mode.
11. In zoomed mode, enemy cities in the bottom right corner of the map do not display their names and population.
12. The "What happened at this city" notices go by very fast. I'd like to see them stay on the map.
13. In negotiations, when the AI talks to you, they can either say "Please remove your troops", or "Your troops will move automatically". When you talk to the AI, you don't have that choice.
14. In one game, I have a MPP with Egypt. Mycenae declared war on me. I went to talk to Egypt; my foreign advisor said they were still at peace with Mycenae. I wanted them to decalre war on Egypt, in support of the MPP. But as far as I could tell, there was no "Our mutual protection pact requires you to declare war on X" option on the initial screen, and trying for "Allience vs. the Mycenaeans" would cost me a world map, all my gold, and gold per turn (hmm, and we are into the last 17 turns...). (I managed to get it for just a world map and a per-turn amount. Cheap. World map wasn't worth much that late, nor was the discounted (interest/inflation rate) gold very expensive.)
15. The shield bars are 10 down, and easy to count, but fill up across, making it hard to tell how many empty spaces are left.
16. If I abandon a city, I should get a settler. Plain and simple, if everyone picks up and leaves, I should be able to settle down elsewhere.
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