DaviddesJ said:
[...]
Well, you're wrong.
Most of what you mention is too trivial for most people to notice. [...]
What a most desperate attempt to "goodmouth" something.
First of all, quite some people had,have and still do notice it. Second, declaring bad quality to be something which most people wouldn't notify doesn't make the quality better.
It is very strange that the supporters shy away from discussing facts as soon as they have been presented. Not to mention the fact that we have been confronted with loads of unfulfilled or at best partially fulfilled promises and announcements prior to release day.
Nevertheless, I learn from your statements that you like the game, yet you don't like any obvious weaknesses to be mentioned. Well, this is your approach.
I, for my person, am not satisfied with the mediocre quality (based on patch 1.61) of the game. It has been rushed, it has been partially patched and still the quality is far from what one could expect as service in return for an assumed overall income of appr. 40 million US$.
If you are (for what reason ever) satisfied by being virtually slapped into your face by the developers, this will be your cup of tea.
Others expect some quality for their money.
Back to the original question of the OP. What would make "Warlords" being different from anything we cen get for free from our eager modders?
obviously this is only one thing: the vassal state.
Everything else is eye-candy like the Great Wall, which again will consume some computing power for display with low impact to the game.
Unique buildings? Wow... I am pretty sure that they could be added already, like a second set of unique units.
Then we get some third leaders, but will stay with only one for other nations. Great idea, hm?
Ok, back to the vassal state thing. We already know how to confuse the AI in many aspects. Is there any indication, why we should assume that the algorithms for vassal state should be any better?
Once again, I am pretty sure that we will learn in the first two weeks to make vassal states work for the human player, and only for the human player. It is quite probably, thouhg, that we will learn that this concept doesn't work correctly, as the whole air warfare in the current way.
Remember my words. We are talking about a Firaxis product, so we will very quickly read the first reports about unlogical decisions of the AI to accept or refuse vassal state agreements....