mikeburnfire
Warlord
- Joined
- Oct 4, 2014
- Messages
- 156
I'm currently playing with a few nerfs to science. I don't like how some buildings are omni-important, and Rationalism is mandatory. I don't like the significant power of Great Scientists. I don't play on harder difficulties because playing "Tech Catch-up" seems so boring. By nerfing science, I hope to make the game more open to other strategies.
- The National College only gives 25% Science instead of 50%. This means that it's no longer mandatory for the early game.
- The Observatory also only gives 25% Science instead of 50% (and can be built in cities *2* tiles away from a mountain). Again, it no longer means that Observatories are overwhelmingly important.
- Academies only yield 4 Science instead of 8. Amount of Science received from "popping" is halved. This means that Great Scientists are no longer the best unit, and puts them on par with Great Engineers and Great Merchants (whose Customs Houses also yield +2 Gold with this mod).
- Adopting RATIONALISM: 5% Science to the empire (instead of 10%). SECULARISM: +1 Science from Specialists (instead of 2). These two nerfs make Rationalism less mandatory.
- Korea's UA yields 1 Science from Specialists instead of 2 (still +2 Science from Great Person improvements) - The nerf to Great Scientists affects Babylon and the nerf to Rationalism affects Poland. This nerf takes Korea out of the top tier, too.
- Order, Workers Facilities: +10% Science from factories (instead of 25%). - Reduces the usefulness of this tenet.
- No Free Technologies for the AI - You no longer have to play 'catch-up' with the AI, but they still get all their other advantages.
The reason I implemented these changes is because I don't like how Science is so important, especially on higher difficulties. I don't like being forced into building a National College early, or settling adjacent to a mountain. I don't like being forced to pick Rationalism for EVERY game. But the question I have to ask is...
** Is This A Good Idea? **
By nerfing these sources of Science, I am making other sources of science more important. Population+Library+PublicSchools. +2 Science from Jungles. +50% from Research Labs. Free Techs from Great Library, Oxford University, and completing RATIONALISM. The Science from Trade Routes and Research Agreements. The PATRONAGE:Scholasticism policy that grants you 25% of allied city-state Science (which is a hard-coded number that can't be reduced). +3 Science from Science Specialists.
I'd like your opinion on this change. Is this a good idea? Does it fix the imbalanced Science problem, or is it just imbalanced in a different way? Should I also nerf Science from Jungles to +1, reduce the 50% Science from Research Labs, and change Scholasticism to something else?
- The National College only gives 25% Science instead of 50%. This means that it's no longer mandatory for the early game.
- The Observatory also only gives 25% Science instead of 50% (and can be built in cities *2* tiles away from a mountain). Again, it no longer means that Observatories are overwhelmingly important.
- Academies only yield 4 Science instead of 8. Amount of Science received from "popping" is halved. This means that Great Scientists are no longer the best unit, and puts them on par with Great Engineers and Great Merchants (whose Customs Houses also yield +2 Gold with this mod).
- Adopting RATIONALISM: 5% Science to the empire (instead of 10%). SECULARISM: +1 Science from Specialists (instead of 2). These two nerfs make Rationalism less mandatory.
- Korea's UA yields 1 Science from Specialists instead of 2 (still +2 Science from Great Person improvements) - The nerf to Great Scientists affects Babylon and the nerf to Rationalism affects Poland. This nerf takes Korea out of the top tier, too.
- Order, Workers Facilities: +10% Science from factories (instead of 25%). - Reduces the usefulness of this tenet.
- No Free Technologies for the AI - You no longer have to play 'catch-up' with the AI, but they still get all their other advantages.
The reason I implemented these changes is because I don't like how Science is so important, especially on higher difficulties. I don't like being forced into building a National College early, or settling adjacent to a mountain. I don't like being forced to pick Rationalism for EVERY game. But the question I have to ask is...
** Is This A Good Idea? **
By nerfing these sources of Science, I am making other sources of science more important. Population+Library+PublicSchools. +2 Science from Jungles. +50% from Research Labs. Free Techs from Great Library, Oxford University, and completing RATIONALISM. The Science from Trade Routes and Research Agreements. The PATRONAGE:Scholasticism policy that grants you 25% of allied city-state Science (which is a hard-coded number that can't be reduced). +3 Science from Science Specialists.
I'd like your opinion on this change. Is this a good idea? Does it fix the imbalanced Science problem, or is it just imbalanced in a different way? Should I also nerf Science from Jungles to +1, reduce the 50% Science from Research Labs, and change Scholasticism to something else?