Thalassicus
Bytes and Nibblers
I know a lot of stuff tends to fly by on these forums, but I've mentioned three times now that I can add other effects. I even quoted this for emphasis just a few posts up.This is the core of my objection; you're adding free tech here, not tech-for-gold.

You genuinely believe warmongers do not have a higher quantity of military units than peaceful players?

My games play out much differently...And they don't necessarily have higher quality troops; a builder can get by with a small army if they want, and can easily construct or buy their troops in a city with barracks+armory and eventually military academy, whereas a conqueror who is building units in most of their cities will find it hard to produce experienced units because barracks + armory is a big investment to make in lots of cities.
Now I'll admit I'm not a deity player... I find winning on that setting usually requires pushing exploitable mechanics of the game, something I tend to dislike. I do win regularly on immortal however. I follow Civ 4's method of city specialization. In these games I always have one core military city producing most of my army, with lots of production improvements and buildings constructed in the city, with all the best experience buildings. I also obviously have a tech lead since conquerors have the science advantage (more population).
To put it simply, since conquerors have such a big tech advantage over builders in Civ 5, their troops will always be more advanced. In Civ 4 it was a choice of quality or quantity, this tradeoff was removed for some design reason I haven't ever figured out.
Even with all the changes, in the public release version the balance is still:
Conquest
- Population
- Production
- Gold
- Army size
- Science
- Army quality
- Policies
- Great People

I think some things are just difficulty communicating through a purely text-based medium. For example:
It also speeds up the overall rate of tech research, which is already fast enough.
Thalassicus said:Have you done any testing or calculations to verify one free technology every 30 turns is less than a 10% tech rate increase? Consider fewer players are willing to agree to a DoF than a vanilla RA, as well. It would be helpful to have some empirical data to determine how to shift things up or down.
What I was trying to ask is evidence to support the statement that +10%Ahriman said:I don't see how this is a relevant question.
