Hi, I'd like to know why most of terrain improvement civic bonuses were removed... IMHO that's what made most of the civics really unique...
Especially, now farms seem completely useless in the early game:
- You can't get +1/+2 per farm from Caste/Feudal+Slavery anymore.
- Until you get Crop Rotation, farms only produce +1 like Cottages, but without the bonus, can be built only on flatlands near rivers, and need Canal Systems to be spread.
- But why bother with farms at all? Agricultural Tools cost about the same to research than Crop Rotation which gives you Windmills and Watermills that produce +2 +1 / .
Forts don't seem attractive to build on frontlines near cities anymore, now that they don't get extra resources from that civic (forgot which one), especially since IIRC they lack Zones of Control.
Lumbermills and Workshops might be less attractive now that Proletariat doesn't give them bonuses anymore...
Do they? I'll change that.Also, and that also applies to 1.75, don't you think Priests are overpowered? You can get +2 per Priest from Masada and Angkor Wat, which makes them produce more than engineers, plus they get multiple bonuses from civics, and some of the civics give you unlimited priests...
Thinking about making fort ZOC mandatory...
There seems to be a visual bug during fights when combat ends before every unit has been eliminated...
Ok, if you want to keep it like it is now, then why would anyone build farms?
Several BUG options have disappeared and Revolutions doesn't seem to work anymore.
Is there a way to speed up the starting of the game? On my system it takes several MINUTES to open...
So if I remove all the map generators except the one I'm going to use the game will start faster?
If I install the beta 3 over the top of beta 2+a file from the svn and my own workaround in XML will A) it work at all and B) will my existing save work?