Yes, those are good points. Of course, part of the way one can get these cities quickly is precisely because you *can* build a settler with a city population of 1, and that also seems couner-intutitive to a degree. Overall, of course, I think this new system is elegantly done! Simple, as you say, and effective.
Something a lot of gamers perhaps aren't aware of though, is that running negative for a while or moving your research down to 90-70% isn't a big deal. If you can get a higher volume of research from more cities, then 80% of a larger number can still be close to or surpass 100% of something smaller. And this is the element of that game that I need to test with the AI because if the player can get away with losing the tech game for a while, I hope I'll see the AI taking advantage.
On the issue of AI overall, I actually think there is something a lot more intutive going on here as well. In my screenshot above, I only have one side from which AIs can get me without going by sea (this is why I will stick with Highlands by the way!), and we know the AI struggles with naval invasions. So if I were to keep Catherine (orange) as a close ally, I might never see much of an attack against me unless somebody hostile to me also take down Catherine...but I would help her out if my goal were to win a space victory or something.
The point is I feel like there is a much greater sense of situational awareness. Not all games should default to AI trying to kill you for no reason other than to "challenge" the player. But if you get stuck between some AIs of differing religions who, via geography or otherwise, have other strategic advantages over you, then I *have* seen the AI steamroll me. This is quite promising to put it mildly. Still need more experience with all this, though.
Something a lot of gamers perhaps aren't aware of though, is that running negative for a while or moving your research down to 90-70% isn't a big deal. If you can get a higher volume of research from more cities, then 80% of a larger number can still be close to or surpass 100% of something smaller. And this is the element of that game that I need to test with the AI because if the player can get away with losing the tech game for a while, I hope I'll see the AI taking advantage.
On the issue of AI overall, I actually think there is something a lot more intutive going on here as well. In my screenshot above, I only have one side from which AIs can get me without going by sea (this is why I will stick with Highlands by the way!), and we know the AI struggles with naval invasions. So if I were to keep Catherine (orange) as a close ally, I might never see much of an attack against me unless somebody hostile to me also take down Catherine...but I would help her out if my goal were to win a space victory or something.
The point is I feel like there is a much greater sense of situational awareness. Not all games should default to AI trying to kill you for no reason other than to "challenge" the player. But if you get stuck between some AIs of differing religions who, via geography or otherwise, have other strategic advantages over you, then I *have* seen the AI steamroll me. This is quite promising to put it mildly. Still need more experience with all this, though.
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