MacGyverInSpace
Monarch
A few thought's at FFH's tech tree, attempt at specialization and unit upgrades, inspired in part by Is the Nature/Archery tree too weak? thread.
FFH's tech tree is supposed to encourage technology specialization, but, even if you want to dedicate your civilization to arcane studies, are you really going to leave that level 10 unit as a strength 3 warrior? Perhaps this is one of the decisions -Whether to break tech course to capitalize on existing military experience or continue your current research path into the ether or the utmost commune with nature.
On the other hand, maybe that warrior (*or other non-world/special units) should be able to upgrade to a hunter. If he can learn to use a bow, why not learn how to travel light and handle animals?(or other common current tier+1 unit) Sure, he might have to be scripted to lose a couple promotions (hey, maybe even a couple levels and even keep his xp?) .Upgrades of this nature would surely be costly and have a level requirement - how else are going to equip, supply, and convince an adept to join the ranks of these warriors with their combat 5? Surely they'll hinder his arcane studies, being level 10 already and all...
So, what are everyone elses opinions? Personnaly, I'm leaning toward the way it is now, but yell loud enough, and we can have both - the least popular as a mod mod. How does this play out in Multiplayer? Do you tend to lose early experience units too early to upgrade anyway? Is it ever worth it to upgrade an old experienced unit instead of snagging your beastmaster? Does anyone go anywhere else but the metals/melee line?
FFH's tech tree is supposed to encourage technology specialization, but, even if you want to dedicate your civilization to arcane studies, are you really going to leave that level 10 unit as a strength 3 warrior? Perhaps this is one of the decisions -Whether to break tech course to capitalize on existing military experience or continue your current research path into the ether or the utmost commune with nature.
On the other hand, maybe that warrior (*or other non-world/special units) should be able to upgrade to a hunter. If he can learn to use a bow, why not learn how to travel light and handle animals?(or other common current tier+1 unit) Sure, he might have to be scripted to lose a couple promotions (hey, maybe even a couple levels and even keep his xp?) .Upgrades of this nature would surely be costly and have a level requirement - how else are going to equip, supply, and convince an adept to join the ranks of these warriors with their combat 5? Surely they'll hinder his arcane studies, being level 10 already and all...
So, what are everyone elses opinions? Personnaly, I'm leaning toward the way it is now, but yell loud enough, and we can have both - the least popular as a mod mod. How does this play out in Multiplayer? Do you tend to lose early experience units too early to upgrade anyway? Is it ever worth it to upgrade an old experienced unit instead of snagging your beastmaster? Does anyone go anywhere else but the metals/melee line?