alpaca
King of Ungulates
- Joined
- Aug 3, 2006
- Messages
- 2,322
I have been doing some game design theorycrafting about science yesterday. In Civ4, we had two basic approaches: A cottage economy and a specialist economy. This was due to there being two basic sources of research: Commerce production in your city and direct science production by (representation-boosted) specialists. Both had advantages and disadvantages and, while the specialist economy needed a bit more work to get it going, it was a viable option.
In Civ5, there is no equivalent to a cottage-driven research (I dislike using the term economy here because the two are now separated). Instead, research is now directly based on population. So the two approaches to research could now be population-driven and specialist-driven. However, since we only have one kind of science buildings, you don't really have to decide: You will usually run both, using science specialists to boost your research once you have enough food to put into them.
My idea would be to separate the two by creating three different kinds of research buildings. The first kind would offer library-like boosts for base research by population (public education, if you like). The second kind would offer scientist slots (elite education). The third kind would offer percentage bonuses, which are useful for both strategies.
Why would this be interesting? I think that the specialist-driven economy would work better with a small-city approach. True, you are foregoing all those population bonuses but the scientist specialists provide research for you. In addition, you get to use Great Scientists for bulbing so you can afford a little less efficiency. The pop-driven approach would obviously work well for large cities. The advantage of that is that you can use your citizens for other things and have them contribute to your science passively. You would probably get a larger total economy because the citizens can work other tiles.
If you add social policies for both, science-boosting for the specialists on one hand and tile-improvement boosting for the big-city approach, you could end up with a very interesting situation where it actually makes sense to have big cities. Of course, it would also make sense to go hybrid and have some smaller cities with specialists and some larger cities with passive bonuses but this would be less efficient for social policy reasons.
Opinions? Ideas? I'm still unsure if I will be creating a mod but if I do, I would probably try to do something like this along the way to add a bit of diversity to research strategies (and improve large cities, of course)
In Civ5, there is no equivalent to a cottage-driven research (I dislike using the term economy here because the two are now separated). Instead, research is now directly based on population. So the two approaches to research could now be population-driven and specialist-driven. However, since we only have one kind of science buildings, you don't really have to decide: You will usually run both, using science specialists to boost your research once you have enough food to put into them.
My idea would be to separate the two by creating three different kinds of research buildings. The first kind would offer library-like boosts for base research by population (public education, if you like). The second kind would offer scientist slots (elite education). The third kind would offer percentage bonuses, which are useful for both strategies.
Why would this be interesting? I think that the specialist-driven economy would work better with a small-city approach. True, you are foregoing all those population bonuses but the scientist specialists provide research for you. In addition, you get to use Great Scientists for bulbing so you can afford a little less efficiency. The pop-driven approach would obviously work well for large cities. The advantage of that is that you can use your citizens for other things and have them contribute to your science passively. You would probably get a larger total economy because the citizens can work other tiles.
If you add social policies for both, science-boosting for the specialists on one hand and tile-improvement boosting for the big-city approach, you could end up with a very interesting situation where it actually makes sense to have big cities. Of course, it would also make sense to go hybrid and have some smaller cities with specialists and some larger cities with passive bonuses but this would be less efficient for social policy reasons.
Opinions? Ideas? I'm still unsure if I will be creating a mod but if I do, I would probably try to do something like this along the way to add a bit of diversity to research strategies (and improve large cities, of course)