Yes most of the things you highlighted are works in progress and highlighted as things that I am not happy with already.
Here is some of my input:
- Many improvements are far too expensive. Idling for 100 rounds to build ONE tile improvement for +5 gold just doesn't add up. Also with no income whatsoever from the start we both lowered tech to 0%.
This was in reaction to testers biatching about being too rich in Alpha3! You get what you ask for FOOLS! I thought I had probably gone a bit too far with the pricing, but hey, this is why I release so people can test.
What kind of game do you expect to play if you do not develop your tech?
Of course you won't have any good units!
- Absurd growth rate. Food is everywhere en masse, and cities grow to max size in a matter of minutes, whereas - like I said - there's really no use in it.
The Cty Sizes are going to work differently in FTTW, as units cost pop. to build, if people complain that growth is still too fast I may make units cost more than 1 pop. Also you need larger cities for better units.
Also what kind of tiles did you have for en masse food? I think right now the garden is too cheap.
The Map I test on is Pangaea.
- Some units are not able to move outside borders, but nonetheless appear outside borders (like when settling or from goodie huts).
Yeah I forgot about the goody huts when I did it, I am hoping to release a Patch soon, and this will be one of the fixes. Either there will be no units or, if I feel less lazy, I will add a moveable unit.
- Specialists started popping about once every 5 rounds after a while.
Yeah I haven't done anything with great people yet, there is probably a GP Cost in globaldefines or somewhere, but specialist work will be in a latr version.
- Civics have waaay to many modifiers. It's exhausting to keep track of them all, less is more.
Being an Emperor is complicated... GET USED TO IT!!!
No but seriously, the civics are a left over from my first tests into civic modding, I basically wanted to see what all the entries did, once I had a basic set of civics I didn't go back to it yet, but lots is planned for civics.
Not leasst will be a 'simplified' description of each civic in the pedia, to let people know what they are getting with a chosen civic, and what the Major pros and cons are.
- More interaction between civs or at least some reason to leave one's borders would be appreciated. The AI eventually had maybe 15 guys defending his land, but since none of us had any unit that could leave our own land (except Skavengers) it seemed pointless.
Again what kind of game do you expect to play if you neglect your tech? So you had a million cities and no money? Or Combat Units? Or anything.... you think science might be there for a reason?
Anyway, one of the major things that I do want to do (if i can find someone to help me with map scripting)
Is to make it so that all of the Civs Spawn in a cluster, so within the first (I don't know) 10-100 turns they will all be bordered up against each other, and skirmishing and pillaging will become a major part of game play from the off set (hopefully)
The AI still needs more work and refinement too.
Unfortunately a lot of big changes and features have had to be postponed indefinately, as my code maestro is busy with real life.