Fun! OOS (out of sync).... fun, really fun. Way to bleed the fun out of a game by hosing up the multiplayer. Patches are supposed to make the game better, not worse.
I've enjoyed this game for months and months and months with no problems. Now this.... Nice job.
The RTS was the only part of MOO3 that was cool (not perfect mind you, but cool none the less). It was the rest of the game that was an utter disaster. Nothing about managing your empire in MOO3 made any sense at all. There were many serious flaws and little to no support (save one patch that...
There will always be bugs, some minor, some moderate. Bugs aren't always all or nothing either. Meaning that some bugs will only show their ugly heads on some configurations of computers (this most often related to graphical issues). No matter how much play testing they do, they will not...
I think it's pretty obvious that you need to discover the resource before you can determine a use for it. It would be kinda funny to think about blacksmiths calling out for iron for a new generation of weapons before they've even discovered iron ore or tank commanders bemoaning the fact they...
Actually, you touch on a great idea. Make the resources appear when you reach the right age, not the right tech. That would give you some ability to plan ahead to have oil, rubber, uranium, etc before your actual need for it, but it wouldn't be so far ahead of time to ruin it's strategic...
I've heard a lot of discussion about the AI being much more selective about building cities, but I'm suspicious about how selective the AI will be.
Will it truly search it's nearby surroundings for "prime" territory, or will it just blindly build a new city whenever it deems itself capable of...
I loved SMAC, but I was really disappointed that air units were so dominate vs the AI. Once you had Doctrine:Air Power it was all over. You could just bomb enemy cities into oblivion.
The major issue with the Civ AI is it's inability to plan ahead or access it's chances for success.
A civ with bowmen should inherently understand that is cannot win a war with a civ that has infantry or modern armor. However, that does not mean that it does nothing, instead it should focus...
Having to buy the extra production would add to the micromanagement, not reduce it. You need to have some automatic method of dealing with the overproduction without needing the player to constantly monitor it to ensure maximum efficientcy. Again, purchasing production is only a solution for...
Why not replace "razing" with "abandon" or ""enaslave"? Then you could leave all the infastructure, but still remove the problematic citizens. In essence, you would create an unowned city. Then you could move in your own settlers to repopulate the city.
If it was a city you truly didn't...
Maybe the extra production should just be paid out in cash, similiar to the production lost with wonders when you are beaten to the punch. That should eliminate the exploitability of the extra hammers.
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