deltahawk5
Chieftain
- Joined
- Oct 25, 2016
- Messages
- 19
I've been talking to a lot of my friends playing the game, as well as reading a lot of the comments on various forums.
There seems to be some consensus that expendable builders (in comparison to Civ V complete) are extensively (but not exclusively) hampering, as well as throwing off-balance, city/district development +expansion, and army/navy production?
This seems to disproportionately affect the AI, but also makes anything other than a science rush start highly disadvantageous to the player in the long term (thus limiting possible victory types). It's also leading to players abusing builder sell-off at 1 charge, which I've found is the only reasonable way to keep up.
Ex. Medieval units in modern/information era, mid-game buildings/wonders in late game, basic building development in late game cities taking 40+ turns.
There seems to be some consensus that expendable builders (in comparison to Civ V complete) are extensively (but not exclusively) hampering, as well as throwing off-balance, city/district development +expansion, and army/navy production?
This seems to disproportionately affect the AI, but also makes anything other than a science rush start highly disadvantageous to the player in the long term (thus limiting possible victory types). It's also leading to players abusing builder sell-off at 1 charge, which I've found is the only reasonable way to keep up.
Ex. Medieval units in modern/information era, mid-game buildings/wonders in late game, basic building development in late game cities taking 40+ turns.