Wow, that's a big list! Very good. Some observations:
(A) Some of the items in the list look to require a lot of implementation work - not likely to appear in a patch. For example, providing additional zoom levels may requre an inordiante amount of work, depending on how it's implemented.
(B) The ramifications of some of the items need to be taken into account. For example, the idea that colonies should have a cultural border: Does this mean that a colony could be taken culturally by an enemy civ? If not, you could use colonies to form a culturally impregnable firebreak on your outer borders, which might break the game. But if you DO allow colonies to be taken culturally, you need a way to compute the colony's cultural value.
(C) Some items need to be further expanded. For example: "Reduce late game tedium; incorporating some of the ideas/changes mentioned could possibly do just that." Some concrete examples here would help significantly.
Also: "Continue to solve the overabundance of corruption problem." Should this be done by reducing the effect of corruption due to distance or number of cities, giving bigger reductions for certain government types, increasing the effect of certain city improvements, making forbidden palace cheaper, or some combination of all those? What would benefit the game most?
(D) The list needs to be priortised. Even if Firaxis used this list as a basis for what to put into a patch, they'd need to know what subset to work on - there's no way they'd be implementing more than a small proportion of the items.
Personally, I'd put stacked movement at the top of the list.
(A) Some of the items in the list look to require a lot of implementation work - not likely to appear in a patch. For example, providing additional zoom levels may requre an inordiante amount of work, depending on how it's implemented.
(B) The ramifications of some of the items need to be taken into account. For example, the idea that colonies should have a cultural border: Does this mean that a colony could be taken culturally by an enemy civ? If not, you could use colonies to form a culturally impregnable firebreak on your outer borders, which might break the game. But if you DO allow colonies to be taken culturally, you need a way to compute the colony's cultural value.
(C) Some items need to be further expanded. For example: "Reduce late game tedium; incorporating some of the ideas/changes mentioned could possibly do just that." Some concrete examples here would help significantly.
Also: "Continue to solve the overabundance of corruption problem." Should this be done by reducing the effect of corruption due to distance or number of cities, giving bigger reductions for certain government types, increasing the effect of certain city improvements, making forbidden palace cheaper, or some combination of all those? What would benefit the game most?
(D) The list needs to be priortised. Even if Firaxis used this list as a basis for what to put into a patch, they'd need to know what subset to work on - there's no way they'd be implementing more than a small proportion of the items.
Personally, I'd put stacked movement at the top of the list.
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