

This does make realistic sense: a newly colonized land is useless until you actually have people to use it to produce goods. You only get tile's output when you put a citizen on that tile. In civ games in order to actually use terrain yields you need population units.


AI also randomly hits the hyper snowball against other AIs and human player if its lucky, so its not a matter of "good human player vs dumb AI" but a n issue of general game design.ġ) The exploitation of tiles and population mechanics The difficulty level I have played is 5th out of 7, and I have in no way optimized anything, mostly I have stumbled in the dark and hit game - breaking stuff accidentally. So I don't think this discussion is necessarily barren. I don't think it would be entirely impossible to fundamentally change this system, seeing how many strategy games have reworked their fundamentals during their life cycle with a benefit to gameplay. I have decided to post this because I think a lot of the greatest issues of this game boil down to central IMO very flawed designs of the very basic economic system, and that connection is rarely made among various discussions about the game and how to improve it.
