Hello and thank you for your praise. I accept it.
While my focus clearly was on the AI, there have been a few things not AI related that I have done so far:
Representation of yields on the population to allow for easier micromanagement.
Display of "negative pollution" for easier micromanagement.
Change of how trade works: Make it scale with your population relative to the total population of the planet so overall trade yield is about the same regardless if you play with only 2 or with 20 opponents.
Fix of non-working Ambassador-faction-trait and then nerfing it due to it being way too strong once it actually worked. ^^
A few minor bug-fixes regarding pop-growth, razing-cities and diplomacy-messages.
1. Tech-cost has been brought up a lot. That's what I'm currently playing around it. I didn't actually intend to make it an option though. I wanted one that feels right for most of the players. But I might consider some sort of option for it.
Currently I'm testing with this formula:
16 * (1.75 - tier/52)^tier
Code: Select all
Tier: New: Original:
0 16 16
1 28 24
2 47 46
3 78 82
4 125 132
5 198 196
6 305 274
7 459 366
8 674 472
9 965 592
10 1346 726
11 1828 874
12 2419 1036
13 3114 1212
14 3899 1402
15 4745 1606
16 5611 1824
17 6442 2056
My aim was the first era to feel about the same as it is now. But increase the costs of techs in era 2 and 3 in a way that prevents a playstyle where you can skip most of the blue techs and immediately go for the gold ones and then still have the problem that they all can be obtained in 1 or 2 turns.
I've tested this in 2 AI-only-games and now test it in a normal game. It feels much better. The decision-making regarding tech-choices in the later eras now feels similar to the first one, which was what I intended. This also gives the players more time to develop their cities and build some military.
Before you blazed through the tech tree so fast that you had so many buildings to build that you had almost no time for units. You also have more time to prevent a tech-race-victory and it is harder to do one yourself without getting a decent military to defend yourself.
You can download and help testing this from here: http://www.civforum.de/showthread.php?9 ... ost6759295
2. This might be complicated. The game is split in 2 Parts: Pandora.exe and PandoraServer.exe. The Server is what does all the calculations and sends data to the Client, that then shows messages. I have done very little to the client so far and don't really know much about it's structure. The requested change clearly is a client-change.
However, I do see that and why this is an issue and I agree that this would probably be better. However, that would mean a lot of relatively boring work for relatively little benefit. So while it is a good idea, I might not come back to it anytime soon. My next big plan after the science-change is to create faction-specific behaviour to make the game more interesting. You can read about my intentions on this in the later parts of this thread: http://steamcommunity.com/app/287580/di ... 466049063/
3. No, I think way too many players are used to how it works now and even I am not sure that kind of change would be good. It would also nerf the Togra-University and the usefulness of Credits alltogether. Upgrading units all the way from the start to the end has been part of the game for too long to simply remove it.
4. Doing it for one language after agreeing to names would probably be quite easy, but with stuff like that you have to be careful as it would affect all languages. I'm more of an optical person and ignore the units names completely. It's the icons that tell me what an unit is and how to use it.
However, I don't want to discourage you from giving further input. As I said 2 and 4 are not bad ideas by any means, it's just that my internal "required time vs. benefit"-evaluation-method disagrees. ^^;