45°38'N-13°47'E;13340291 said:
I have no problem with this, but I'd like Vokarya's opinion as well. Given all the effort he puts into making techs valuable and not just empty techs and all links he planned between techs, I guess it's very important he agrees with these changes, especially removing techs. By the way I think there's also more advanced techs that use advanced economy: stock brokering and maybe something else? IIRC they all have canals icon, by the way.
The Advanced Economy techs are
Insurance,
Stock Brokering, and
Derivatives. I am perfectly fine with giving all of those the ax; because they're Advanced Economy, I don't think I can safely tie anything major to them, and the ties they have with the rest of the tree aren't that strong because I have to account for Advanced Economy being turned off.
Insurance only leads to
Guilds and
Derivatives leads to
Megacorporations, both of which are in the next era.
Stock Brokering is required for Economics and Marxism, but there are other techs required for those as well. We could even cut
Conglomerates as well and move World Trade Center somewhere else, but I'd like to keep
Megacorporations. In the future, we could do a Megacorporations component.
To be perfectly honest, there are other techs that I wouldn't mind cutting out. The Meteorology techs would not be very high on my list of techs to include if I was building a tech tree from scratch, although I think
Weather Lore is pretty neat and
Weather Control is fantastic for the Transhuman Era. I also think we've got maybe one or two too many naval techs and computer techs (although axing
Neural Networks helped out there).
As far as the rest of this discussion goes, I've been kind of following it without it setting off any alarm bells in my head. I think it's because for me, it boils down to "some numbers go in, commerce comes out". If we can keep the numbers close, or even bring them down somewhat, then whatever approach you want to use should be fine.
I also do want to say that I did put some large bonuses on late-game buildings to account for several older buildings that they are replacing, as I want to never hurt players for upgrading their buildings. For example,
Hypermarket is now the end of a building pyramid.
Bazaar and
Market are both replaced by
Shopping District, so Shopping District inherits both of those buildings' bonuses along with its original bonuses.
Grocer upgrades to
Supermarket, so Supermarket copies all of Grocer's bonuses in addition to its own. Finally,
Hypermarket is a replacement for both
Supermarket and
Shopping District, so Hypermarket has to inherit all the bonuses from Bazaar-Market-Grocer-Shopping District-Supermarket. That is where the +100% gold came from.