MantaRevan
Emperor
- Joined
- Oct 9, 2011
- Messages
- 1,537
How many games do you find yourself going down the exploration tree? I don't mean sinking one policy into the opener so that you can get the Louvre for your cultural game, I mean how often do you actually delve into the tree? Most likely you haven't very often, if at all.
Sure, the tree can compete with patronage or commerce on archipelagos, but it never really competes with rationalism at all, even on water maps. I think there are two main problems with this tree.
1. It comes too late to achieve its intended effect. BNW features like the WC mean that exploration is more important, but by the time players are able to activate Exploration, the WC has probably already been founded.
2. The underwhelming finisher gives little incentive to finish Exploration. Chances are, hidden antiquity sites are only interesting to players who are playing the cultural game, but these players are usually going down aesthetics instead. Simply put, the extra 6-8 culture from these sites isn't worth spending an entire tree of policies on.
I would move Commerce to the renascence era and Exploration to the middle ages, just so that Exploration can actually work its niche, and doesn't have as much competition. Also, extra trade routes might make a more appropriate and balanced finisher, as one that most players could find useful.
How would you tweak Exploration to make it more relevant?
Sure, the tree can compete with patronage or commerce on archipelagos, but it never really competes with rationalism at all, even on water maps. I think there are two main problems with this tree.
1. It comes too late to achieve its intended effect. BNW features like the WC mean that exploration is more important, but by the time players are able to activate Exploration, the WC has probably already been founded.
2. The underwhelming finisher gives little incentive to finish Exploration. Chances are, hidden antiquity sites are only interesting to players who are playing the cultural game, but these players are usually going down aesthetics instead. Simply put, the extra 6-8 culture from these sites isn't worth spending an entire tree of policies on.
I would move Commerce to the renascence era and Exploration to the middle ages, just so that Exploration can actually work its niche, and doesn't have as much competition. Also, extra trade routes might make a more appropriate and balanced finisher, as one that most players could find useful.
How would you tweak Exploration to make it more relevant?