Dan, Soren, Jeff... Anyone! We are running out of things to talk about, so people are just complaining instead. Firaxis, you better spark some life back into these forums by giving us some info about the upcoming patch!
-> Any hints on how you are fixing the rapid tech advancement now that the AI trades so aggressively? Are you just increasing the tech costs? Are you reducing the tech devaluation?
-> How will you prevent the AI from starving itself with the increased 40 turn penalty for drafting and pop-rushing in Communism? Will you make the AI more reasonable in this respect, or will you reduce the penalty?
->Will the human still be able to have slave camps (size-one cities with specialist, used for pop-rushing after joined by a captured worker), or was this an intended part of the game?
-> Will you make any unit tweaks so that all of them are worth building? (privateer, musketman, marine, paratrooper, cruise missile currently are not. See player 1's patch suggestion MOD for more needed unit tweaks) Will you make scientists and taxmen a viable alternative to land workers? Will you make espionage worth performing? Will you eliminate dead ends in the upgrade paths so we can't build swordsmen, longbowmen, and frigates in the modern age? (Also addressed by the above MOD)
-> Any plans on adjusting the corruption model? Communism especially suffers for large empires. Did you intend Republic to be the best all-around government? Any chance of corruption-reducing improvements having at least some effect for very distant cities?
-> Will this be the long-awaited patch with an editor that lets us really create scenarios? (as opposed to only mods and maps) Or are you saving that for the expansion pack?
-> Will the city governors ever do what you tell them to do? (When I tell them to maximize production, I want them to really maximize it without starving the city. If care about also producing extra food, I will also check the maximize food option). Or is that not going to happen since the governors are only available because the AI uses them. So we won't get a true production (or commerce, or food) maximum because the AI would never want to do that. If this is the case, could we please not default to getting extra food in a size-6 or size-12 city that doesn't have an aqueduct/hospital?
->When can we expect the patch? (OK, OK, I know you won't answer this one)
-> Any hints on how you are fixing the rapid tech advancement now that the AI trades so aggressively? Are you just increasing the tech costs? Are you reducing the tech devaluation?
-> How will you prevent the AI from starving itself with the increased 40 turn penalty for drafting and pop-rushing in Communism? Will you make the AI more reasonable in this respect, or will you reduce the penalty?
->Will the human still be able to have slave camps (size-one cities with specialist, used for pop-rushing after joined by a captured worker), or was this an intended part of the game?
-> Will you make any unit tweaks so that all of them are worth building? (privateer, musketman, marine, paratrooper, cruise missile currently are not. See player 1's patch suggestion MOD for more needed unit tweaks) Will you make scientists and taxmen a viable alternative to land workers? Will you make espionage worth performing? Will you eliminate dead ends in the upgrade paths so we can't build swordsmen, longbowmen, and frigates in the modern age? (Also addressed by the above MOD)
-> Any plans on adjusting the corruption model? Communism especially suffers for large empires. Did you intend Republic to be the best all-around government? Any chance of corruption-reducing improvements having at least some effect for very distant cities?
-> Will this be the long-awaited patch with an editor that lets us really create scenarios? (as opposed to only mods and maps) Or are you saving that for the expansion pack?
-> Will the city governors ever do what you tell them to do? (When I tell them to maximize production, I want them to really maximize it without starving the city. If care about also producing extra food, I will also check the maximize food option). Or is that not going to happen since the governors are only available because the AI uses them. So we won't get a true production (or commerce, or food) maximum because the AI would never want to do that. If this is the case, could we please not default to getting extra food in a size-6 or size-12 city that doesn't have an aqueduct/hospital?
->When can we expect the patch? (OK, OK, I know you won't answer this one)
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