Hey Brad, can you trick the Pioneer's into starting to autoexplore seeking a special resource, or going to a special resource that was found, tagging it for the city to be aware of in the future, and then add in a requirement of a minimum distance away from the home city, and then require that they then have to build a city next to a resource?
I have other questions too. Is it easier to build beaches with raise land, and also set harbors into place? And will the Sages be turned on for the Empire as they currently aren't available even after researching. Also will the Empire tech tree essentially work now? And were the costs of command posts both across the board dropped down in cost to about 25gp because they are considered vital to city development.
Cause from what I can see, so far the comparison between the two is, that the Kingdom stuff all works right now. And functions in ways we would expect. Where as the correlation over on the Empires is that they seem to have similar corresponding techs, and buildings, but it seems lighter and tighter but without a corollary analog to the Kingdom. With the Kingdom there are a ton of buildings that you can choose from to enhance your city. The Empire is missing a ton of things that would allow you to increase your prestige, and so on.
Also, it should go without saying, I'm psyched and really looking forward to this new upcoming version. Those land maps looked great. As has been done before, I'm really excited to see the new changes, cause with my testing method, I can feel when I've hit a saturation point with a build, and for this one I really felt I have. As I've mentally extrapolated that building up as an Empire again when things just don't seem to be turned on yet.
Also with Factions those options to choose as traits. Some of them don't seem to be working correctly, like the civilized one. Or the Learning and Sage one, the one that will give us people who can train research and spell points.
I'm really looking forward to the changes in this upcoming version.