and what we should do is make early game water a little more rare.
A fair point. Its worth trying.
I also feel that deep wells come to early.
I suggest also that we decrease the base yield of plantations (some of these give yields of +6!!), and add it back at sand farms.
How about:
i) drop well yield by 1 water, add it back at desert engineering
ii) drop windtrap yield by 1 water, add it back at arrakis habitation
iii) drop dew collector yield by 1 water, add it back at desert plantation
iv) move deep wells from climate controls to water discipline.
v) cut the yield of all plantations by 1h2c, and add it back at sand farms.
vi) move the +1 water for windtraps from sandfarms to desert industry.
This will have a *large* impact on the early game.
And while we're moving things around:
a) move open borders from desert engineering to dune topography
b) move centers world map from desert engineering to dune topography
c) move gold trading from climate controls to protected trade
d) move vassal states from social mobility to imperialism
e) remove the observatory building (this will help fix the early game tech explosion; why do we have 2 +25% beaker buildings right next to each other? and why do we need an observatory? Lets leave it library and university).
f) move tech trading from suspensor devices to education.
g) increase the beaker cost of education by ~20%.
h) increase the beaker cost of dune topography by ~20%.
i) increase the beaker cost of arrakis habitation by ~20%.
And as discussed before:
j) move dew collectors to desert survival
k) make mining an AND requirement for water transportation
l) make fanaticism an AND requirement for harsh conditioning, OR increase HC beaker cost by 40%.
m) move feudal estate to caste systems. Move fiefdom to Imperialism. move landsraad outpost to great houses. move landsraad directorate to CHOAM. move temple of muad'dib to jihad. move Golden Path to Golden Path tech.
n) consider merging the sayyadinas tech into the Faith tech. We don't really gain much from having both.