According to some of the articles, cities with low loyalty to their owners break-away and become free cities. They can't receive envoys or have suzerains like a city-state. They are influenced by the loyalty pressure of the civs around them, and will probably end up flipping to another civ after a while. They can be conquered militarily.
It's basically a two-step version of city-flipping.
The thing I got that from (sorry, not going back through everything, maybe someone can corroborate) said buildings from governments, so yeah, at least 9 buildings of the 14 are for this district. If this works like the Holy Site and only the last spot is interchangeable, then it would actually be 11, with the last 3 probably going to the other new district.
I'm pretty sure the new district will be some law-enforcement district with Courthouse and Police Station. With the loyalty system in place, the game needs a district emanating loyalty to actually manage it.
Yes, there are many bugs and they should be fixed. I also think that 2K have
piddled away a lot of goodwill by not being more responsive and communicative.
Address AI shortcomings (as pointed out). If the AI currently fail to utilise the existing set of systems adding *more* systems isn't going to solve it
The devs would have had to devote resources to that as a priority. Instead,
they chose to continue with releasing enhancements and DLCs, which I'm very
glad they did.
I don't find any of the bugs and flaws game-breaking: it's a very enjoyable game as
is, warts and all.
I also had no expectations that the game would be in anywhere near a complete,
almost perfect state for another year or two. Tough luck if you did. You should have
waited for another year or two until it matched your personal standards.
Yes, that's it. Also, the term "perfect AI" differs a lot for fans and for the majjority of players.
Yes, there are many bugs and they should be fixed. I also think that 2K have
piddled away a lot of goodwill by not being more responsive and communicative.
Now what we know Firaxis spread resources between DLC, major patches and new expansion, we could understand the problems of the last 2 patches. Hope the process will be fixed somehow, though. If Firaxis want to develop that amount of content at that rate, they need appropriate resources.
I'd go even further and say that a large portion of resources have been
used on artwork, music, in fact the whole mise en scène of the game. That
should not be taking anywhere near as much now, so they can shift priorities to
other aspects.
The money that pays those who develop content comes from the same budget that pays those who do bug fixes. Every dollar spent creating dlc is a dollar that wasn't spent fixing a bug or improving the AI.
Nobody knows how it will cope with the new systems. I assume it
will be flawed, but not anything that is game-breaking.
Their priorities on AI development, piece-meal as they are, have resulted
in a game that is still incredibly enjoyable and popular.
Your priorities would have the AI perfect before the release, and
fixed immediately if it was not, thereby delaying DLCs and enhancements.
I'd prefer not to wait two years or more until that happened. You should have.
The money that pays those who develop content comes from the same budget that pays those who do bug fixes. Every dollar spent creating dlc is a dollar that wasn't spent fixing a bug or improving the AI.
Sure is. And that's the priorities they've chosen, like it or lump it.
Those DLCs have been in the pipeline for months and are bringing in
dollars for them.
You weren't expecting each and every bug and flaw in the AI to be fixed
immediately, were you?
The problem is what people consider AI like some sort of thinking machine, which could be "clever" or "stupid". It's wrong. The AI is an a set of algorithms covering various areas of the game. Any significant gameplay change causes parts of the code to be thrown away.
Of course, the interesting thing with all of this is how much does this interfere with the base game mechanics. Will I still be able to just go conquer the world, or are they going to prevent me from doing that too quickly?
Sounds like all victory conditions just got harder. Just like in real life. Its hard to take over the world. Though many have tried no one has. Lots of things out of your hands or impossible to control happens in life. The new ages will help simulate that seems like.
The thing I got that from (sorry, not going back through everything, maybe someone can corroborate) said buildings from governments, so yeah, at least 9 buildings of the 14 are for this district. If this works like the Holy Site and only the last spot is interchangeable, then it would actually be 11, with the last 3 probably going to the other new district.
And maybe the new ET district on water that does need buildings, or would they have the same buildings (Zoo, Circus and ... ) as the regular ED, or is the pier a UI, UB, UD, a new improvement or even a wonder?
And maybe the new ET district on water that does need buildings, or would they have the same buildings (Zoo, Circus and ... ) as the regular ED, or is the pier a UI, UB, UD, a new improvement or even a wonder?
I'm not convinced that the pier is a district. Yes, some of the tents are the same color; but it seems redundant to have two variations on the Entertainment Complex. At least the Harbor provides naval functionality, Food, Housing, and ocean-going trade route connections that make it more than just a Commercial Hub in the water.
And the pier certainly isn't a unique Entertainment Complex. Because unique districts revert to the generic variety and generic districts convert to unique ones when captured. What happens to a generic Entertainment District that suddenly finds itself in the ocean or a civ with a pier UD that conquers a city and find their new pier high on dry land?
I think it is either a city-state suzerainty improvement, or a Wonder.
My guess on buildings is:
9 buildings for government district. Looks very logical. Guess the district is unlocked with Political Philosophy.
3 buildings for law enforcement district. Guess the district is unlocked with Code of Laws.
2 alternative buildings for existing places. My guess is - 2 alternative Power Plant types, i.e. Nuclear and Hydro.
What happens to a generic Entertainment District that suddenly finds itself in the ocean or a civ with a pier UD that conquers a city and find their new pier high on dry land?
I'm not convinced that the pier is a district. Yes, some of the tents are the same color; but it seems redundant to have two variations on the Entertainment Complex. At least the Harbor provides naval functionality, Food, Housing, and ocean-going trade route connections that make it more than just a Commercial Hub in the water.
And the pier certainly isn't a unique Entertainment Complex. Because unique districts revert to the generic variety and generic districts convert to unique ones when captured. What happens to a generic Entertainment District that suddenly finds itself in the ocean or a civ with a pier UD that conquers a city and find their new pier high on dry land?
I think it is either a city-state suzerainty improvement, or a Wonder.
I didn't know you could have unique improvements if you were a suzerain of a city-state, but in my games, until very recently, i didn't pay attention to what their suzerainty bonus was. And Granada and Armagh almost never show up in my games. La Venta does, but I probably haven't seen the UI ever / suzerainty bonus. I don't know the suzerainty bonuses of all the CS'es.
The problem is what people consider AI like some sort of thinking machine, which could be "clever" or "stupid". It's wrong. The AI is an a set of algorithms covering various areas of the game. Any significant gameplay change causes parts of the code to be thrown away.
Difficult to confirm without access to the source code, but the way it seems to be coded you may have to add code for the new features of course, but it's primarily a weight system.
The up is an AI that doesn't require too much code for every balance patch, the down is an AI not that smart which struggle with every special cases.
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