onomastikon
Dual Wielding Banjos
I'll start off with this suggestion here:
- "Hurrying" production via Leaders needs to be reworked. As it is, Leaders are like an on/off switch: they immediately fill all of the missing hammers needed. That means it makes sense, if you have acquired a leader and want to rush a Wonder, for instance, to delegate that wonder to some low-production fringe town and have the leader complete it instantly. I would like to see GLs Hurrying greatly increase the production of a city by multiplying that city's production by a large amount; if, however, that city is not producing much at all, it should not be enough to finish a Great Product.
This should also help eliminating some of the human's great advantages over the AI by eliminating possible sources of exploitation.
Your suggestions?
- "Hurrying" production via Leaders needs to be reworked. As it is, Leaders are like an on/off switch: they immediately fill all of the missing hammers needed. That means it makes sense, if you have acquired a leader and want to rush a Wonder, for instance, to delegate that wonder to some low-production fringe town and have the leader complete it instantly. I would like to see GLs Hurrying greatly increase the production of a city by multiplying that city's production by a large amount; if, however, that city is not producing much at all, it should not be enough to finish a Great Product.
This should also help eliminating some of the human's great advantages over the AI by eliminating possible sources of exploitation.
Your suggestions?