Ok, I Love the mod, and Fire sounds like it will add a ton of new features which will be great. But with that said, I found the Tech tree
lacking. Mostly because I found the AI unable to research and utilize the tree properly. I have tried a few different layouts for the tech
tree and would like additional input as to what others feel could improve the tree - primarily because I play the game one way, others
may play it in a different way, and if I can take all playstyles into consideration then hopefully I will be able to further improve the AIs
interaction with the Tree.
To give an idea - religeons get swallowed up within the first 50 turns of a normal speed game. The current game which the tree was
captured from sports Barbarians which are more advanced than my civilization - And I am not doing badly, having the largest civilization
and defenses high enough to prevent being over run.
Things of note:
Few Techs have been cut - namely a lot of the mounted techs and a few that seemed redundant.
Cottage building, Tree cutting, Jungle cutting have been moved - along with a number of other items. I am still working on making
changes to units and buildings to better improve balance.
The cost to research techs is based upon a formula which I came up with and has been applied to every tech:
TECH_COST = (X-location^3) * 6 + 10 per Or tech beyond the first, and - 10 per And tech. Techs which have multiple routes (Or techs)
will tend to cost slightly higher, and those which have more requirements (And techs) will tend to cost slightly less. The actual values
for the And/Or techs is likely to change, but I'm just using 10 for right now.
lacking. Mostly because I found the AI unable to research and utilize the tree properly. I have tried a few different layouts for the tech
tree and would like additional input as to what others feel could improve the tree - primarily because I play the game one way, others
may play it in a different way, and if I can take all playstyles into consideration then hopefully I will be able to further improve the AIs
interaction with the Tree.
To give an idea - religeons get swallowed up within the first 50 turns of a normal speed game. The current game which the tree was
captured from sports Barbarians which are more advanced than my civilization - And I am not doing badly, having the largest civilization
and defenses high enough to prevent being over run.
Spoiler :
Things of note:
Few Techs have been cut - namely a lot of the mounted techs and a few that seemed redundant.
Cottage building, Tree cutting, Jungle cutting have been moved - along with a number of other items. I am still working on making
changes to units and buildings to better improve balance.
The cost to research techs is based upon a formula which I came up with and has been applied to every tech:
TECH_COST = (X-location^3) * 6 + 10 per Or tech beyond the first, and - 10 per And tech. Techs which have multiple routes (Or techs)
will tend to cost slightly higher, and those which have more requirements (And techs) will tend to cost slightly less. The actual values
for the And/Or techs is likely to change, but I'm just using 10 for right now.