The competing nation should bear its own competitiveness rating for all industries, like any of our cities. I cannot stress enough how important this is, so that the first city has a growth accelator.
1) What did you mean by "so that the first city has a growth accelator" ? Could you please explain in more detail?
2) Were you able to beat the competing nation's population in your game?
3) Do you think that the competing nation's population growth rate is just right or is too fast/slow?
4) Did the competing nation bar shown at the top of the screen give you a stronger sense of competition, thus making the game more fun?
Everything but one product family locked out at start is very very harsh. One option to lower the difficulty should have both effect
1) Food and Beverage megaclass must stay open, most of it is low tech.
This will be implemented in the new patch v4.4.10.
2) The open product class should be in fashion or Healthcare and beauty
In the next patch, all megaclasses, except Food and Beverage megaclass, will require reinventoin, not just fashion and healthcare.
The research time for new produtcs is very long. more than 2 years, is a very long time, It should be much shorter, but giving a lower technology level ( 10 ? 1? ) when this starting research succeeds.
The research time will be reduced by 30% in the next patch.
Using government media to be the only big job source at beginning feels bad, on so many counts.
Commercial buildings should be a better job source.
The number of job openings created by media firms will be reduced by one-third in the next patch. Please give it a try and see if you think the balance is now right.
And commercial buildings supply office space to local firms that need it. The growth of local firms is driven by GDP growth and increases of competitiveness ratings. So the act of building more commercial buildings actually does not lead to more jobs.
AI should calm down on plopping down manors.
Could you explain this in more detail?
Governement should be able to promote local industry, for a price in land and money, so that the city can prosper in jobs, future corporate taxes and lower the food and goods need, with bad quality products, because of no R&D.
In v4.4.10, the AI will sponsor university research to increase competitiveness ratings of specific industries. This will in turn increase the local industry for those industries.
Bugs
using a landmark to gain two levels on R&D units did not make the R&D unit go up. During this game, I used a previous landamrk to boost farming units, and this one worked properly.
Actually the effect will be applied to new functional units only. The new patch will explicitly state this as shown in the attached image.
As my company, I could buy lands that where marked "not for sale". but I could not build anything over it until I sold back those lands to allow governement to rezone it.
This will fixed in the next patch.
[quote]The competing nation should bear its own competitiveness rating for all industries, like any of our cities. I cannot stress enough how important this is, so that the first city has a growth accelator.[/quote]
1) What did you mean by "so that the first city has a growth accelator" ? Could you please explain in more detail?
2) Were you able to beat the competing nation's population in your game?
3) Do you think that the competing nation's population growth rate is just right or is too fast/slow?
4) Did the competing nation bar shown at the top of the screen give you a stronger sense of competition, thus making the game more fun?
[quote]Everything but one product family locked out at start is very very harsh. One option to lower the difficulty should have both effect
1) Food and Beverage megaclass must stay open, most of it is low tech.
[/quote]
This will be implemented in the new patch v4.4.10.
[quote]2) The open product class should be in fashion or Healthcare and beauty[/quote]
In the next patch, all megaclasses, except Food and Beverage megaclass, will require reinventoin, not just fashion and healthcare.
[quote]The research time for new produtcs is very long. more than 2 years, is a very long time, It should be much shorter, but giving a lower technology level ( 10 ? 1? ) when this starting research succeeds.
[/quote]
The research time will be reduced by 30% in the next patch.
[quote]Using government media to be the only big job source at beginning feels bad, on so many counts.
Commercial buildings should be a better job source.[/quote]
The number of job openings created by media firms will be reduced by one-third in the next patch. Please give it a try and see if you think the balance is now right.
And commercial buildings supply office space to local firms that need it. The growth of local firms is driven by GDP growth and increases of competitiveness ratings. So the act of building more commercial buildings actually does not lead to more jobs.
[quote]AI should calm down on plopping down manors.[/quote]
Could you explain this in more detail?
[quote]Governement should be able to promote local industry, for a price in land and money, so that the city can prosper in jobs, future corporate taxes and lower the food and goods need, with bad quality products, because of no R&D.
[/quote]
In v4.4.10, the AI will sponsor university research to increase competitiveness ratings of specific industries. This will in turn increase the local industry for those industries.
Bugs
[quote]using a landmark to gain two levels on R&D units did not make the R&D unit go up. During this game, I used a previous landamrk to boost farming units, and this one worked properly.[/quote]
Actually the effect will be applied to new functional units only. The new patch will explicitly state this as shown in the attached image.
[quote]As my company, I could buy lands that where marked "not for sale". but I could not build anything over it until I sold back those lands to allow governement to rezone it.[/quote]
This will fixed in the next patch.