Placement of players
We've modified the initial placement of the players — again... :)
Every white tile is a 16x16 map area which is mostly covered by sea and some small islands; every gray tile is a 16x16 map area which is mostly covered by land and some sea. The white numbers are the sequence of the registration time of the players, the gray numbers are the sequence of the islands.
Before:
Now, tighter sea channels between islands and nine players per islands instead of four players:
We will evaulate the experience about the new map generation and the placement of players.
Redesigned food, production and trade
We've redesigned the Details bar of the city overview, it contains all values about food and production. Added progress bar of granary level and time of next change.
We've redesigned the Economy bar of the city overview too, it contains all values about corruption, trade, science, tax and luxury:
Replaced slider widget to spinner
We've replaced the luxury, science and tax ratio sliders to spinner. It will be comfortable on touch devices! Also we've modified the step from 1% to 0.25%!
Science and gold theft
You can steal science and gold by capturing enemy cities. During the occupation the game engine calculates the proportional share of the science and gold of the enemy player — based on the population of the captured city — and half of this calculated science and gold will be transferred from the enemy player to you when the population of the enemy player is greater than four.
Balance of the game
We've reviewed the costs and benefits of all units, buildings, wonders, city settings and calculations:
You can suggest any ideas about the balance of the game!
Fixed "Palace" bug
The capital city of your empire will be relocated to the city which has the most recent Palace built.
Move cost reduced
We've reviewed the move costs of all units and decided to reduce it to 50%.
Performance improvements
We've made some performance improvements based on the value of response times.
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