Citation from Crackers PTW-Review on Civ-fanatics:
No technical review of this feature could begin with any other description other than a totally illogical, unbalancing, and disruptive feature of game play that favors the human player over all the computer rivals in the game. A captured slave worker with virtually no cost can build an improvement that used to cost 160 shields (80 if militaristic). Plus the airports in towns had a maintenance cost of 2 units of gold per turn and produced 1 unit or pollution per turn whereas the airfields have no maintenance costs and produce no pollution.
The default implementation allows airfields to be built in mountains where it was impossible to build cities and airports in the past. There is no minimum spacing requirements for airfields and you can build them solid across a patch of desert build railroads up to this “transporter pad” that will let you move massive groups of military units around the map instantly with virtually no cost.
It is hard to be kind in the assessment of this added feature. The airfield does not seem to have a balance of cost, benefit, and function that fall into line with the expected strategic choices and planning that a strategy game player might be expected to make. With this feature in the games, any game play events beyond the discovery of Flight become little more than pure farce when human players have access to exploit the bugs and flaws in this implementation.
No technical review of this feature could begin with any other description other than a totally illogical, unbalancing, and disruptive feature of game play that favors the human player over all the computer rivals in the game. A captured slave worker with virtually no cost can build an improvement that used to cost 160 shields (80 if militaristic). Plus the airports in towns had a maintenance cost of 2 units of gold per turn and produced 1 unit or pollution per turn whereas the airfields have no maintenance costs and produce no pollution.
The default implementation allows airfields to be built in mountains where it was impossible to build cities and airports in the past. There is no minimum spacing requirements for airfields and you can build them solid across a patch of desert build railroads up to this “transporter pad” that will let you move massive groups of military units around the map instantly with virtually no cost.
It is hard to be kind in the assessment of this added feature. The airfield does not seem to have a balance of cost, benefit, and function that fall into line with the expected strategic choices and planning that a strategy game player might be expected to make. With this feature in the games, any game play events beyond the discovery of Flight become little more than pure farce when human players have access to exploit the bugs and flaws in this implementation.
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