OK, finally getting the chance to playtest a bit. Observations:
1)The beginning of the game has massively skewed the research vs production progress, and it's very painful to experience. Finally starting a new game, first one in some months so I'm just seeing what some others have been saying and how strong the skewing is. Playing on Long gamespeed, Emperor. 11 rounds to research Language and just 3 rounds to build the Alpha Male. This isn't cool. What used to be about 10 research if you had an average start is now:
Ugh. This really forces language to be the
only valid first choice. All three paths should be equally strategically valid with just differing pros and cons or we have failed the goal of making decisions interesting and challenging right out the gate. With this sort of research deficit, there's no debate - you MUST unlock better civics immediately or you
will fall behind. Additionally, we both found we were deleting initial units trained to keep from going broke because the cities had nothing else to do for so long during the researching of the first few techs AND we got a LOT of research out of goody huts! And that's TAKING the optimal routes to the civics.
I don't mind the direction we went with this but I think we went way too far with it. You should hear the disgust in my wife's voice on that matter... I'm copping it tonight.
There may be a solution that doesn't involve changing the goal of the civics design though. I might have to reconsider the costing ramp on the first techs - that could possibly get the balance back to something that works for play.
2)I'm not able to see what I'm researching in the player list... I'm finding that a little jarring since that's where I look to create a relationship in my mind between the term above and the icon it represents, and it just feels like I'm missing some critical info. It also helps me see at a glance who's researching exactly what I am.
3)I will be looking into this but I have no idea why I'm getting messages related to Heart of War option combat effects about knockback, repel, etc... Not sure what would've changed that enabled those messages, particularly since the unit values that should trigger those are not showing on the units involved in those combats. These are where the messages are talking about how the unit staunchly stood its ground etc...
4)A little disturbing to see Harems don't bring ANY Unhealth or at least Disease. I find that a little morally offbase, even if it is somewhat understandable from the perspective of the era.
5)I could be wrong but it seems like some tech costs were not recost despite having moved positions. Did we only recost the units and buildings or was there some additional consideration beyond X grid that went into the recosting of the techs themselves?
Just bringing up what I'm seeing and perhaps some of it is just personal opinion.
6) Good job on stabilizing MP y'all! So far so good to some 30 or so turns in. No Rev, No Events as is the usual best way to avoid OOS errors but the ones we've been struggling with so far are not present now it appears.