Did a playthrough last night, really was focusing on city building and balance of space vrs requirements (Food and housing vrs other improvements) and one thing really stuck out to me.
Started my city next to the mine spot but as I played I was finding incrediably hard to utilize it.
At Level 1 I obviously couldn't make use of it which of itself really is no suprise. Farm took up four spaces, hut took up 1. And of course the requisite merchant, workshop, temple, command post, the RP building, and tower of sorcery only left me 1 spaces.
At level 2 I of course needed 3 more huts to get to level 3 plus another garden. then of course to keep my basic production on par another round of merchant, workshop, RP Building, SP building and again after the very basics.. only 1 space left again.
Level 3 was even worse. due to the fact that I needed to uptech to houses and add 3 more plus the requisite food supplies + Granary. Add another round of basic buildings and I couldn't utilize the mine again.
Unfortunately I didn't write things down but if I remeber correctly by the time I got done setting up my infrastructure in level 4 I had 3 extra spaces for special builds.
And at level 5 when I finally didn't have to add to the housing/food infrastructure I was finally able to allocate the 4 space the mine needed.
Now I know metal could be considered a late game resource, but I am thinking it is more a middle game resourse. so not really being able to capitilize on it till a L5 city just doesn't make sense. Also the fact that all special resources are 4 square. I find it pointless to try to get them in cities, better to use pioneers for them (Even at the half production penalty which I am thinking truly needs to go away).
Of course pointing out problems and not possible solutions is not helpful so here are some ideas.
1. Shrink the sizes of special resources to 1 or 2 squares. Not sure if this is possible from a coding point of veiw, but it is the most straight forward anwser.
2. Special resources inside cities only count as 2 sqaures for building purposes rather than 4 even if they still take up 4. This would make founding cities on the resources a very sound strategic choice.
3. Reduce the amount of space we have to dediccate to housing/food in a city from .5 to mabey .25 of city space. Almost any city I build has half it's space taken up in housing and food production prior to hitting L5.
Now I am aware some people may be saying make specialty cities. But personally I find having to build specialty cities to make your empire work to be extremely distateful. Add to that the essence limit (what did we start with this round 10 if I remenber correctly) and unless you are going to dedicate most of your leveling up points to essence it is not really a viable option.
Also some could be saying well make less workshops/merchants/rp/sp buildings. And while that aurgument holds some merit. Those 4 building as the very basic infrastructure building for the 4 most improtant resources. and until we can test some MP I can only theorize that not maintaining a healthy production of those 4 most basic resources will lead to a long term defeat. Near the end of my playthrough I made 2 companys of basic soilders. and they were taking 750 materials each not to mention a chunk of gold each. Companies are only 10 man squads. And of course Rp is absolutely vital. Lower tech civs are almost always destroyed by higher tech ones in any game. And lets face it when they get around to the magic part of the beta, Sp is going to be just as important as RP.