Fundamentally I think the issue is that if Rationalism and Industry have a similar mix of wide and tall effects, then the balance required to make the two competitive is much higher. That is, one will just be "better". Tall Industry is a thing you can do right now in that it makes sense in isolation, but the loss of Rationalism is so huge (that 45% science modifier) that really it's a mistake to do that. The same logic applies to Industry +15% versus Imperialism +20% to puppets. The yields just aren't worth it atm (the use case is restricted, really, to the military one). So by flattening the terrain a bit, we open more options in that sense.
You can still do a Tall Industry if you think you're behind on gold and production. That's still there. The purchase cost reduction and very powerful "Gold investments in Buildings reduce their
Production cost by an additional 10%." are all still present and those bonuses are still available.
If we take a moment to look what actually changed here:
1) there's the tree reordering to space out the bonuses (minor issue)
2) there's the removal of the specialist bonus on the finisher as out-of-place with nothing similar in the rest of the tree -- this is part of the split with Rationalism and favours wide
3) there's the replacement of the % bonuses with flat bonuses on the buildings, this is part of reducing the overall power of both trees, though the power is still quite high when it unlocks as we saw in the post above -- the change favors wide
4) there's a tile maintenance reduction -- this scales with empire size
5) there's village and town buffs -- the former scales best with wide
But what about Rationalism? It has
1) Food bonuses. There aren't any in Industry
2) Happiness bonuses. If you want to grow (or "thicken" as some call it) you're going to need some smiley faces and those are in Rationalism
3) There's still more science in Rationalism compared to the Prod/Gold in Industry. If you are behind in tech, it might be best.
So I think it's still a very rich set of bonuses with interesting choices, and I hope the new versions form better foundations for future adjustment.
You can still do a Tall Industry if you think you're behind on gold and production. That's still there. The purchase cost reduction and very powerful "Gold investments in Buildings reduce their
If we take a moment to look what actually changed here:
1) there's the tree reordering to space out the bonuses (minor issue)
2) there's the removal of the specialist bonus on the finisher as out-of-place with nothing similar in the rest of the tree -- this is part of the split with Rationalism and favours wide
3) there's the replacement of the % bonuses with flat bonuses on the buildings, this is part of reducing the overall power of both trees, though the power is still quite high when it unlocks as we saw in the post above -- the change favors wide
4) there's a tile maintenance reduction -- this scales with empire size
5) there's village and town buffs -- the former scales best with wide
But what about Rationalism? It has
1) Food bonuses. There aren't any in Industry
2) Happiness bonuses. If you want to grow (or "thicken" as some call it) you're going to need some smiley faces and those are in Rationalism
3) There's still more science in Rationalism compared to the Prod/Gold in Industry. If you are behind in tech, it might be best.
So I think it's still a very rich set of bonuses with interesting choices, and I hope the new versions form better foundations for future adjustment.
390
650
460
This is with 5 cities.