I saw the city types and found the interface ugly enough to forget it. In CtP2, I don't use custom lists, which is the same as city types. I just stack a pile of maybe 20 turns worth of orders and wait for the stack to empty. Having fixed lists is not good for me, as, when a type X city has finished its production, I want to review whether I want it to become of another type. Thus types of cities is too static for me to be useful.
I saw tech queueing, but even civ2 has something like that (setting objectives) so I kind of expected it.
I didn't try 3rd party AIs. Where do you get some such(preferably good ones)? Are there many? I somehow don't think the model of replaceable dll's will work well. You can't take the diplomacy part of a dll and put it with the fighting intelligence of another one (compare that to what a scripted model can do, like CtP2). Maybe I am wrong.
I find a bit sad that this project is not more ambitious. They don't want stacked combat, nor random resources on maps (but map is random- you can't say you want a non random game if you have random maps...). "Avoiding risk" (sic) allows them to make a good civ clone, with unit workshop added, but the combat model stinks in comparison with f.e. CtP2...
I saw tech queueing, but even civ2 has something like that (setting objectives) so I kind of expected it.
I didn't try 3rd party AIs. Where do you get some such(preferably good ones)? Are there many? I somehow don't think the model of replaceable dll's will work well. You can't take the diplomacy part of a dll and put it with the fighting intelligence of another one (compare that to what a scripted model can do, like CtP2). Maybe I am wrong.
I find a bit sad that this project is not more ambitious. They don't want stacked combat, nor random resources on maps (but map is random- you can't say you want a non random game if you have random maps...). "Avoiding risk" (sic) allows them to make a good civ clone, with unit workshop added, but the combat model stinks in comparison with f.e. CtP2...
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