Opera
Deity
- Joined
- Sep 21, 2008
- Messages
- 4,643
Hi there!
I recently had some feedback on Orbis' techs, mostly saying that some (most) new techs aren't that useful. So, I looked at them and, indeed, some aren't really fleshed out. The glaring example is Optics which, apart from a mere +1 sight across water, actually does nothing but bridge two techs together, which is bad design.
This article is a good reading to get a good idea of how should a tech tree be designed.
Here are a few other notes I took about 'weak' techs:
Feel free to suggest ideas and the like. We're not only discussing weak techs however; if you have some ideas about which tech should be added, removed, renamed, moved, etc., please tell!
I recently had some feedback on Orbis' techs, mostly saying that some (most) new techs aren't that useful. So, I looked at them and, indeed, some aren't really fleshed out. The glaring example is Optics which, apart from a mere +1 sight across water, actually does nothing but bridge two techs together, which is bad design.
This article is a good reading to get a good idea of how should a tech tree be designed.
Here are a few other notes I took about 'weak' techs:
Code:
Animal Mastery (only one unit)
should perhaps boost Pastures/Yurts
Armored Cavalry (only one unit)
Arquebuses (only one unit (and one hero))
Banking (just two buildings, one missable (wonder))
Bowyers (only one unit)
Calendar (Agrarianism/Plantations, -> Festivals...)
Drama (one building, many wonders...)
Education
should enable School (+25% science)
require 3 of them to build University
Mercantilism
just sucks
Optics (just a placeholder tech to get more techs)
Printing Press (civis, free tech)