Of course, all potential changes, even definitely for the better, should be left for future versions. The first version should be an exact imitation of civ2. JPetroski is certainly optimistic about the possibility of increasing the civ2 gaming audience by new players who have never played this game. I prefer to think cautiously that the main target audience after all is the old players in civ2. There are quite enough of them.
So, my question is purely theoretical in nature. The point is not only in the speed of movement of units. Namely, in the geometry of movement. Reducing the speed of movement by 2/3 in high latitudes will help simulate the realistic route of the Titanic, I agree. But let's say modeling the trajectory of the flight of nuclear missiles through the North Pole is unlikely to help ... The biggest error of the Mercator projection in civ2 is the incorrect transfer of the area of the territory. When Greenland is monstrous several times larger than India. The population growth of a city in civ2 directly depends on the number of squares that it can “process”. Of course, one can also make an artificial “crutch” here - by making special “highly profitable” resources for India. But, it seems to me that an excessive amount of “crutches” unnecessarily complicates the game.
Once again, these are just theoretical thoughts, or, as we say, “bidding for the best parts over the skin of an as yet unkilled bear” ...)
So, my question is purely theoretical in nature. The point is not only in the speed of movement of units. Namely, in the geometry of movement. Reducing the speed of movement by 2/3 in high latitudes will help simulate the realistic route of the Titanic, I agree. But let's say modeling the trajectory of the flight of nuclear missiles through the North Pole is unlikely to help ... The biggest error of the Mercator projection in civ2 is the incorrect transfer of the area of the territory. When Greenland is monstrous several times larger than India. The population growth of a city in civ2 directly depends on the number of squares that it can “process”. Of course, one can also make an artificial “crutch” here - by making special “highly profitable” resources for India. But, it seems to me that an excessive amount of “crutches” unnecessarily complicates the game.
Once again, these are just theoretical thoughts, or, as we say, “bidding for the best parts over the skin of an as yet unkilled bear” ...)