thenooblet22
King
I said harder, as in harder compared to the rest of the game, not literally making it harder. Again, would it kill you to micromanage at most 10 technologies before technology diffusion kicked in? I think its quite necessary because the beginning stages determines where you stand for the early latter of the game. Besides, people usually start out with a clear thought of what they are going to strive for, so its not as overwhelming as you're trying to paint.The beginning can NOT be harder. I didn't realize this until I playtested, but Firaxis has done a great job on minimizing the necessity for micromanagement during the early game. Some of it is forced, i.e. only one slider at start. Some of it is a fix from Civ 3 (ie overflow hammers and beakers). But mostly what they've done is highlight the important choices in the early game (which Tech to research, where to build your next city) by minimizing the mundane choices that are prevalent in the latter game (what tiles to work, which civics to run, what unit to build next, how much science to run). If you are going to add complexity to the early game, you are going to need a strong reason to do so. The Discovery/Mastery slider was a frustrating addition, as it required frequent adjustment in the first 50-60 turns. Didn't need to touch the Tech slider once in that time.
No, open borders and trade routes are different things. The little triangle arrows appear with a connected city, whether by coast (with Sailing), by road, or cultural borders.Diffusion does not solve this problem because it doesn't occur until Open Borders at the earliest, and even then it'll have a limited impact as different Civs research different Techs.
Again, I know few that ever research more than 10 ancient technologies without advancing to the next era. Besides, if the game play is as so slow as you say, you should have coastal trade routes or roade routes or maybe even cultural borders sooner than the Classical age; however, serious diffusion should open up later. Plus, I don't know how you can shoot this down since you haven't implemented these exact variables to the gameplay.You have to understand: the system looks like it would work fine for Classical or later starts (or using the new Advanced Start option in BTS). But the burden it adds to the game in the Ancient Age outweighs any benefit. And if it can't be applicable to the entire length of the game, it can't be added.
Too lazy. I rather just say my word on this.BTW, there is nothing stopping you from creating your own system using abandonment. We're all open source here. If you can find a way around these problems, more power to you.


on the Feedback Mechanism. 
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