To sum up what's the project's standing?
Lately, there were A and B versions of the versions
A:
When the game starts from the very - usual - beginning,
let's call it
classical start.
B:
Dynamic start, when the human player enters the game with the chosen civ
at the date when that civ is to enter historically: e.g. Rome in BC 750...
...and the game PLAYS ITSELF up to that point!
So you enter a game dynamically developed up to that point.
I belive much in the "dynamic start", and if I read well, Rhye also considers this direction to be followed.
At this moment, we had a 038B dynamic version and a 040A classical version.
038B:
- had problem of a strange unwanted lion unit for the human player which had to be deleted by the player in the game...
(Rhye says it is solved since then)
- Also, there was a problem of European civs getting the assigned echs, it was somewhat mysteriously related to Germany's presence.
- Balance problems: China was TOO powerful, and other civs were also uneven.
- game was 500 turns, but was developing too fast, resulting a win for China in the 17th century at 350 turns or so on Prince level.
- civs were settling at unusual places, colonization went not to places intended.
Dynamic starts worked fine, though, taking about 2-3 mins to enter the game as Rome, for instance.
For USA, it was 27 mins.
*
040A:
- There is problem of tech assignment, Rhye says starting techs went to the wrong civs at the wrong date.
- balance seems to be improved, civs successfully get handicaps.
It can be further tuned in coming upgrades.
- pacing of the game is a question, it is aimed to be balanced on Prince level,
as it seems this would be the appropriate competitive level for the human player against the AI
- settling is improved, civs take place in their historical homeland
- civs have a more densed land with more cities. It may be good or bad - tests will decide
*
Now Rhye will give us a new version, I believe a classic-start one...