I'm posting a brainstorming thread to put some more content on technologies that offer very few benefits for researching them. I really feel that we should not have any empty "filler" techs or even techs that only offer one benefit for researching them. Choosing techs should be choosing among the benefits available and not just slogging through filler.
Techs that I want to look at are techs that have more than one major trick or two minor tricks.
Major tricks are the big benefits for researching a new tech. Here's what I count as a major trick:
Minor tricks count as half a major trick. This is what I count as a minor trick:
Techs that I want to look at are techs that have more than one major trick or two minor tricks.
Major tricks are the big benefits for researching a new tech. Here's what I count as a major trick:
- New building
- New Wonder
- New unit
- New Civic
- New diplomacy option
- New improvement
- New worker action
- New religion
- Reveal a strategic resource
- Domain-wide bonus (+X% worker speed, +X Water Moves, +X Air Range)
- Bonus to all cities (+X Health, +X Happiness, +X Trade Routes)
Minor tricks count as half a major trick. This is what I count as a minor trick:
- Reveal a Luxury or Health resource
- New promotion
- Bonus to existing building, improvement, or unit (for improvements, each yield counts as a minor trick, so Printing Press's +1 from Village and Town is a single minor trick, but Weather Forecasting's +1 and +1 from Fishing Boats and Whaling Boats counts as two minor tricks).
- Building or unit from a later era (example: Elephant Riding counts the Ancient Era Elephant Rider as a major trick, but the Classical Era War Elephant and Renaissance Era Elephant Bombardier count as minor tricks)