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rah
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Apolyton Prince of Moderators, Master of Reason
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Lord of the Ferrets
Jan 1970 time: 23:15
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Good news, it's the same game that we love.
Bad news. it feels like CTP. 
The interface was confusing at first. The arrow keys didn't work for movement. (you have to use the number Key pad)
Rich's review of the opening.************
I tried about 30 starts to get the feel of the opening of the game.
No two settlers at the start in deity. I tried a couple different levels of difficulty and I always started with a settler and a worker.
In their zeal to prevent ICS they have sucked a lot of fun out of the opening. I must have opened a hundred huts and never once got a city or nomad.
No more building a city in range of a village to get a safe hut opening. I built a couple of cities right next to huts and poof, everytime the hut dissappeared. (and no the worker wasn't working that square when i opened the city screen.)
I tried saving a couple of times and reopening huts. AND was pleased to find the same result each time. I believe I did it enough to show that it wasn't coincidence.
I also found quite a few empty villages at Diety before placeing my first city. I never got a barb tipping prior to cap. (may not have done it enough to prove it, but pretty convincing.) Hut tipping prior to cap strat isn't really usefull at all anymore since there is no such thing as non-units anymore. If you get a few mercs you will have trouble supporting them once you build a city.
The new possible reward for tipping (gives you their map) while nice, isn't much of a reward. It just shows you the terrain for about 5 squares around the hut. It may help if that hut is one square from your start to help you pick a site, but other than that, It really isn't that valuable.
The other problem limiting a fast start is the city radius. At first untill your culture goes up you can only work one square away from your city. (granted the special patterns is no longer a swastica) but that whale two squares away can't be worked right away. Make for a harder city location decision. Do you plop next to it to work it right off or move over one to take advantage of others later. (I never saw any iron)
Another fast start limitation is the removal of the river movement bonus. Takes longer to get out on the map. And I never got a unit from a hut (percentage for getting a unit seemed lower also) that I didn't have the tech to build. (not sure if this is a fact or not)
So no free 2x movement early. (unless it's one of your starting techs.) I played the romans for alpha and warrior code, since warrior code is on the path to monarchy.
Your worker(once you've given up on using him to scout the area) will spend his life building roads. You can only irrigate near FRESH water. Rivers now run between squares and can provide defensive bonus only if the attacker is on the other side. (finally that makes sense)
The interface took some getting used to. I still haven't figured out how to rush buy a unit. The diplomacy is much much better, and the AI was much more reasonable. Haven't really played far enough in to see if the AI attacks any better. We'll see.
I like the tech tree, you can click monarchy at the start and it will auto pick your techs till you get there.
My, too much to cover in one post.
More later.
Rich
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