So here's a fun little game I came up with while pondering what a balanced tech tree might look like:
Take a look at the BNW tech tree: http://www.civfanatics.com/gallery/files/2/2/3/0/2/0/techtree_clean_original.png
and compare techs in the same column. Being roughly equally priced, they should, in theory, be roughly equally powerful and attractive to research first, depending on what strategy you follow (tall, wide, military, religious etc.)
Then, for funzies, list the cases where this is not the case in the most ridiculous way.
For me, that is (sorted by era):
-Iron working, followed pretty closely be engineering
-Civil Service outshines everything else in its column, though not too drastically IMO.
-Steel. Of course I will beeline this before education
-Metallurgy. This is also pretty damn ridiculously underpowered.
-Steam power.
-Combustion, except maybe for very specific scenarios on pure water maps. In this column, plastics dominates everything else anyway.
-Combined arms, though not as harshly as
-computers. I honestly can't remember the last time this was not just a roadblock to robotics.
-End techs are pretty hard to judge, since they is mostly only reached for a science victory. Nukes + Xcom do seem to somewhat obsolete nuclear fusion and stealth though.
What are your thoughts on this? And, more importantly, what would you suggest for fixing it?
Personally, I would
-nerf archery units and city attacks, thus indirectly buffing the iron, horse and defensive building line. Severely nerf or completely kick out the increase of ranged city strength based on tech. Tech should help your cities be stronger, after you have actually researched and built something that contributes to city strength, not simply on its own. Imagine if the upgrade warrior -> swordsman -> etc. simply happened on its own based on tech era!
-moving the pikeman from civil service to Metal Casting might be an interesting change
-move lumber mill production bonus from Sci.Th. to steam power
-move infantry from Plastics to combined arms
I am still not sure what to do with computers and metallurgy though. Some buff to the universally hated lancers would be nice, and a general nerf to city ranged strength might lead to building arsenals and military bases for a different reason than "I misclicked that icon" and "I knew I had won anyway and was bored".
EDIT: Moving cannons from chemistry to metallurgy is something that feels like it would contribute to balance as well. The production bonus is already pretty powerful on its own.
Take a look at the BNW tech tree: http://www.civfanatics.com/gallery/files/2/2/3/0/2/0/techtree_clean_original.png
and compare techs in the same column. Being roughly equally priced, they should, in theory, be roughly equally powerful and attractive to research first, depending on what strategy you follow (tall, wide, military, religious etc.)
Then, for funzies, list the cases where this is not the case in the most ridiculous way.
For me, that is (sorted by era):
-Iron working, followed pretty closely be engineering
-Civil Service outshines everything else in its column, though not too drastically IMO.
-Steel. Of course I will beeline this before education
-Metallurgy. This is also pretty damn ridiculously underpowered.
-Steam power.
-Combustion, except maybe for very specific scenarios on pure water maps. In this column, plastics dominates everything else anyway.
-Combined arms, though not as harshly as
-computers. I honestly can't remember the last time this was not just a roadblock to robotics.
-End techs are pretty hard to judge, since they is mostly only reached for a science victory. Nukes + Xcom do seem to somewhat obsolete nuclear fusion and stealth though.
What are your thoughts on this? And, more importantly, what would you suggest for fixing it?
Personally, I would
-nerf archery units and city attacks, thus indirectly buffing the iron, horse and defensive building line. Severely nerf or completely kick out the increase of ranged city strength based on tech. Tech should help your cities be stronger, after you have actually researched and built something that contributes to city strength, not simply on its own. Imagine if the upgrade warrior -> swordsman -> etc. simply happened on its own based on tech era!
-moving the pikeman from civil service to Metal Casting might be an interesting change
-move lumber mill production bonus from Sci.Th. to steam power
-move infantry from Plastics to combined arms
I am still not sure what to do with computers and metallurgy though. Some buff to the universally hated lancers would be nice, and a general nerf to city ranged strength might lead to building arsenals and military bases for a different reason than "I misclicked that icon" and "I knew I had won anyway and was bored".
EDIT: Moving cannons from chemistry to metallurgy is something that feels like it would contribute to balance as well. The production bonus is already pretty powerful on its own.