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Old Feb 19, 2012, 08:36 AM   #41
Androrc the Orc
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The problem with the "Ironclads" technology in Civ3 was mostly, IIRC, that it was a dead-end technology, not that it was a single-unit technology.
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Old Feb 19, 2012, 08:39 AM   #42
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Well, I think both are indicative of poor design.
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Old Feb 19, 2012, 04:08 PM   #43
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I like some of those, but I think "Medicine" is a bad name for an industrial-era technology. Medicine existed much earlier than that. I think in fact that choice of name "Penicillin" for the tech in Civ5 was rather good.
Sanitation?
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Old Feb 19, 2012, 05:22 PM   #44
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I'd like a longer classical age, right now it's really short and sometimes only lasts one turn (complete the Great Library when you get Philosophy -> Civil Service). They should fill the Cataphract gap and add a new technology between Horseback Riding and Chivalry that adds late antiquiy heavy cavalry. One reason for this would be the addition of Byzantion. They should have Cataphratcs as a UU, but they're neither suited to replace Horsemen (too early) or Knights (too late).
To keep Horsemen useful, they could get a bonus against ranged units, and the research cost for Horseback Riding should be lowered.
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Old Feb 19, 2012, 05:45 PM   #45
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They should also ease the naval gap from Ancient Era to Renaissance Era. Perhaps a Classical era ship called Quinquereme, or a Medieval Ship called War Galley. War Galley can't cross the oceans but could have higher strength and speed, but Quinqueremes would not have faster speed but higher strength.

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I'd like a longer classical age, right now it's really short and sometimes only lasts one turn (complete the Great Library when you get Philosophy -> Civil Service). They should fill the Cataphract gap and add a new technology between Horseback Riding and Chivalry that adds late antiquiy heavy cavalry. One reason for this would be the addition of Byzantion. They should have Cataphratcs as a UU, but they're neither suited to replace Horsemen (too early) or Knights (too late).
To keep Horsemen useful, they could get a bonus against ranged units, and the research cost for Horseback Riding should be lowered.
Stirrups (or Saddle) would fill this gap and the unit would be called Clibanarii (yes, that's also from my Ancient World mod). Clibanarii are essentially Cataphracts. Cataphracts would replace the Clibanarii.

Clibanarii are "heavy cavalry". You could also call them that too, but that would be weird when there's also "Cavalry" in the Renaissance era.

I also wouldn't mind some dead-end (or optional) technologies. But they have award powerful units, to reward the player for spending turns there. Obviously they'd be skipped for Science Victory civs, but the more options, the better.
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Old Feb 19, 2012, 06:08 PM   #46
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Sanitation?
Sanitation is a decent name also.
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Old Feb 19, 2012, 08:35 PM   #47
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Why not just Medicine but in Tiers, as someone said Medicine has been arounc since the dawn of time and progressed through advancements. Antibiotics etc.
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Old Feb 19, 2012, 08:46 PM   #48
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I'd be a bit surprised if we don't see the return of polytheism, monotheism, or divine right at least.
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Old Feb 19, 2012, 08:51 PM   #49
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Irrigation, Alchemy, and Sonar.

and a late game Wonder -- The Strategic Defense Initiative (otherwise dubbed 'Star Wars' in the 80's in reference to the movies): Allows Guided Missiles to strike anywhere on the map. I'd place it in Satellites tech. +1 culture, specialist slots: 1 engineer.
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Old Feb 19, 2012, 08:52 PM   #50
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I'm not entirely convinced religion will come in techs. A lot of the "social achievements" in previous games were removed from the main tree to the policies (although not all, See Theology). I think it's possible religious development will occur entirely independent of techs (except where you need to get the tech for a building).
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Old Feb 19, 2012, 08:58 PM   #51
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I wonder if they will use some of the icons that didn't make it into the vanilla game for techs like Calculus if they are included.
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Old Feb 19, 2012, 09:01 PM   #52
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I don't think alchemy can pass itself off as a technology. But hey, neither can monotheism, and that's been in almost every civ game.
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Old Feb 20, 2012, 02:02 AM   #53
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i think alchemy would definitely be in the classical or medieval era but certainly not later. and theism deserves a spot in social policies but all theisms (mono, poly) fall under philosophy which is already a tech.
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Old Feb 20, 2012, 05:02 AM   #54
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I don't think alchemy can pass itself off as a technology. But hey, neither can monotheism, and that's been in almost every civ game.
Alchemy provided an advanced in knowledge of chemistry, even if it also contained a large amount of superstition. It's from alchemy that chemistry was born, in fact.
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Old Feb 20, 2012, 05:54 AM   #55
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There are a few broken tech paths that should be fixed. First, you shouldn't be able to get to infantry without first getting rifleman. Second, the time between muskets and rifles is also very short.

How many players go down the bottom path; the nuclear path? If you are going down the diplomacy or science victory paths, you don't even need to go down the nuclear path.
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Old Feb 20, 2012, 10:33 AM   #56
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There are a few broken tech paths that should be fixed. First, you shouldn't be able to get to infantry without first getting rifleman. Second, the time between muskets and rifles is also very short.

How many players go down the bottom path; the nuclear path? If you are going down the diplomacy or science victory paths, you don't even need to go down the nuclear path.
agreed. as it is, those paths are just used to take advantage of RA median values to get to the modern era. even if you are going dom vic you take those paths unless your UU is longsword/rifle/musket unit.
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Old Feb 20, 2012, 11:50 AM   #57
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I hope there aren't too many techs towards the end of tree. Don't get there very often (either won, dominating so hard that I can't be bothered to finish, or lost) and most of the time the strategical choices aren't that interesting.
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Old Feb 20, 2012, 12:01 PM   #58
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I think there's a strong indication that the Industrial era has been expanded. Not only do we know for sure that there are two new industrial era units, there seems to be a new, more WWII-era infantry unit, which suggests a change with the old unit (possibly a re-name) that would also expand that time period.
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Old Feb 20, 2012, 12:32 PM   #59
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My biggest hopes are:

- Two-tier classical with a couple more techs
- Delayed riflemen
- Total redesign from Industrial on

The late game tech tree is weak IMO, the beelines are much longer there than earlier which makes pacing of arrival of new units off. It just isn't constructed the same way as earlier parts of the tree and there are logical holes. Plus there's the whole Refrigeration branch sitting off in near total isolation.
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Old Feb 20, 2012, 12:32 PM   #60
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I hope there aren't too many techs towards the end of tree. Don't get there very often (either won, dominating so hard that I can't be bothered to finish, or lost) and most of the time the strategical choices aren't that interesting.
im kind of hoping this expansion makes pre-200 turn vics (on standard settings) much less likely. i dont like that certain paths and strats are so efficient that you can "win" in the 1400s.
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