MY GREATEST HOPE:
- A "spoonfeed-able" AI, there players can guide AI-civs in overal strategical/logistical areas, through tweak-files.
- That AI city-placements and AI city-area developments is done without moving around stupid AI-settlers.
- Very extensive customization-ability in each area of the game, including Windows interface with skins.
- That the Civ-2/SMAC-style clickable city-area view, is still there. For the love of God, dont get rid of that.
- That game-mechanics is "transparently" designed, so you understand "how's" and "why's" behind the interface.
- That all top-five scenario-tools/suggestions are implemented, including the "pre-designated AI-cities" idea.
- That the game can be customized to match both "micro-manager lovers" AND "micro-manager haters".
- That clever anti-ICS, anti-BAB, Rise-And-Fall and world-conquer uphill-struggle parameters is added to the game.
- New city-screen parameters like health, with related CI:s. Catastrophes preventable by improvements.
- New combat-model what do something about the "Stan/Oliver vs Finlayson fighting syndrome". Not realtime.
- An overal feeling of quality & craftsmanship of both the manual, the game-interface and to the gameplay itself.
MY GREATEST FEAR:
- The anti-pode of my greatest hopes, basically.
- Halfway through the game, my strongest AI-competitor have only half the CI:s/TI:s that i have. AI crap units.
- A "detached feel" as a result of not understanding the principal "how's" and "why's" behind the interface.
[This message has been edited by Ralf (edited January 16, 2001).]
- A "spoonfeed-able" AI, there players can guide AI-civs in overal strategical/logistical areas, through tweak-files.
- That AI city-placements and AI city-area developments is done without moving around stupid AI-settlers.
- Very extensive customization-ability in each area of the game, including Windows interface with skins.
- That the Civ-2/SMAC-style clickable city-area view, is still there. For the love of God, dont get rid of that.
- That game-mechanics is "transparently" designed, so you understand "how's" and "why's" behind the interface.
- That all top-five scenario-tools/suggestions are implemented, including the "pre-designated AI-cities" idea.
- That the game can be customized to match both "micro-manager lovers" AND "micro-manager haters".
- That clever anti-ICS, anti-BAB, Rise-And-Fall and world-conquer uphill-struggle parameters is added to the game.
- New city-screen parameters like health, with related CI:s. Catastrophes preventable by improvements.
- New combat-model what do something about the "Stan/Oliver vs Finlayson fighting syndrome". Not realtime.
- An overal feeling of quality & craftsmanship of both the manual, the game-interface and to the gameplay itself.
MY GREATEST FEAR:
- The anti-pode of my greatest hopes, basically.
- Halfway through the game, my strongest AI-competitor have only half the CI:s/TI:s that i have. AI crap units.
- A "detached feel" as a result of not understanding the principal "how's" and "why's" behind the interface.
[This message has been edited by Ralf (edited January 16, 2001).]
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