Guys - I was speaking to TA about the problem, and unfortunately the poll addresses only one part of the problem. Here's the other:
Go back and open a game of v.74 and when you right click on the next available MIC level, it will tell which units you'll be able to recruit after it's built. So if it takes 8-20 turns to build, you can evaluate whether or not it's worth it. In a modified system which retains the old "Building Conditional" recruiting, all units will be housed in a single MIC building (the "right-click-and-CTD" structure from your poll) and a SECOND MIC structure will free them up based on Governement types and Hidden Resources (just like the current system).
This "new" MIC structure does not, however, have a left panel information pane which tells you which units it can recruit. So the ONLY way a person will know whether it's worth building MIC Level X in Province Y will be to examine a massive document which lays out exactly which units are recruitable BY FACTION, BY GOVERNMENT, BY PROVINCE, and BY MIC LEVEL. Actually, to call this document "massive" is probably an understatement.
However that's the ONLY way you'll know whether building a particular MIC level is worth doing. Of course, you can always roll the dice and build it and then see what appears in the recruitment screen, but there is no longer an "in-game" mechanism to determine which units are recruitable when you construct "building X".
We could probably use the existing MIC structure, but that would result in a series of levels that can never be "right clicked". The "Second MIC" system provides buildings which can be right clicked (although the information thereby provided isn't worth much), and it places the CTD building in every city at the start of the game, thus eliminating the chance that people will try to build it and inadvertantly right click it in the Build menu.
Bookmarks