Something i thought i should write down..
Using resources to determine unit count seems to be idea which should have been avoided. It just doesn't seem to have much sense in it. I could somewhat understand that a capital ship requires (assuming a capital ship depicts whole battlegroup) oil resource but why oh why does swordman require iron 'upkeep' cost? What might have made more sense - to me at least - would have been the same as with say done (seemingly) with coal resource. Essentially using the limited resources to limit the number of cities that can produce things and buildings that require a certain resource. Say forcing iron units to be build only in cities with 'smith' and then assigning that 'smith' building an iron 'upkeep' would have made far more sense.
Then when peace agreement with some one ends i end up getting the same popup on screen for all the following turns until i save and reload (a bug).
Would it be too much to ask to have units performing movement that spreads over several turns to have (colored) arrows to depict the its progress and intended target that would be shown when the unit is selected (akin to things seen for example in Total War game series).
Cultural 'tech tree' seems a lot better than the old civics which it seems to have replaced.
Domination victory - especially in archipelago maps - seems (or rather is from personal experience) at times rather easy as only capitals need to be taken (and held).
No loading bar or other indicator shown during the intro to tell when rest of the scene could be bypassed.
The textures of rivers... At times (when they are not shining) they look like blue plastic tubes not like flowing water. Sea however is very nice and possible part of the reason why rivers look so 'bad' is just the contrast to the high quality seas.
For starters at least...
Using resources to determine unit count seems to be idea which should have been avoided. It just doesn't seem to have much sense in it. I could somewhat understand that a capital ship requires (assuming a capital ship depicts whole battlegroup) oil resource but why oh why does swordman require iron 'upkeep' cost? What might have made more sense - to me at least - would have been the same as with say done (seemingly) with coal resource. Essentially using the limited resources to limit the number of cities that can produce things and buildings that require a certain resource. Say forcing iron units to be build only in cities with 'smith' and then assigning that 'smith' building an iron 'upkeep' would have made far more sense.
Then when peace agreement with some one ends i end up getting the same popup on screen for all the following turns until i save and reload (a bug).
Would it be too much to ask to have units performing movement that spreads over several turns to have (colored) arrows to depict the its progress and intended target that would be shown when the unit is selected (akin to things seen for example in Total War game series).
Cultural 'tech tree' seems a lot better than the old civics which it seems to have replaced.
Domination victory - especially in archipelago maps - seems (or rather is from personal experience) at times rather easy as only capitals need to be taken (and held).
No loading bar or other indicator shown during the intro to tell when rest of the scene could be bypassed.
The textures of rivers... At times (when they are not shining) they look like blue plastic tubes not like flowing water. Sea however is very nice and possible part of the reason why rivers look so 'bad' is just the contrast to the high quality seas.
For starters at least...