Sprenk
Prince
Favoring Wide (compared to BNW):
1). # of trade routes now per city rather than per faction
2). internal trade routes often provide food AND production
3). soft health penalties
Limiting Wide:
4). Delay in turning outpost into city
5). Alien sniping of units and outposts (aka Maddjinn's 1st colony pod in his FI Let's Play)
Favoring Tall:
6). ?
Limiting Tall:
7). Relative lack of powerful National Wonder-type buildings (or maybe we haven't seen them yet? There's an Institute, but it's no National College)
8). Lackluster Wonders (of course, you only need a handful to be good)
9). No Virtue tree that's as strong as Tradition.
What am I forgetting or misinterpreting?
I actually don't mind if Tall is more of a challenge now--but I think balance is good. I'd hate to return to the dark days of ICS (Civ 2) where the game was a trivial challenge.
P.S. I personally suspect that factor #1 is the most important change from BNW--and needs to be rethought.
1). # of trade routes now per city rather than per faction
2). internal trade routes often provide food AND production
3). soft health penalties
Limiting Wide:
4). Delay in turning outpost into city
5). Alien sniping of units and outposts (aka Maddjinn's 1st colony pod in his FI Let's Play)
Favoring Tall:
6). ?
Limiting Tall:
7). Relative lack of powerful National Wonder-type buildings (or maybe we haven't seen them yet? There's an Institute, but it's no National College)
8). Lackluster Wonders (of course, you only need a handful to be good)
9). No Virtue tree that's as strong as Tradition.
What am I forgetting or misinterpreting?
I actually don't mind if Tall is more of a challenge now--but I think balance is good. I'd hate to return to the dark days of ICS (Civ 2) where the game was a trivial challenge.
P.S. I personally suspect that factor #1 is the most important change from BNW--and needs to be rethought.