45°38'N-13°47'E;13652819 said:
Is axing some of them an option? I've always felt there are too many transhuman techs, especially for an era that's rarely reached by many players.
I was already thinking about cutting
DNA Computing. I could make a case for keeping it alive to represent organic computers, but I am thinking that those particular types of technologies are so hard to make content for that we are probably better off sweeping them under the umbrella of
Advanced Computers. I can leave
Quantum Computing because that is already established.
Plastic Electronics would actually be an easy cut. All we have to do is move the
Hypermarket to
Megacorporations and sacrifice the +1 commerce to the Silk Farm. On a side note, I really don't like the Silk Farm as a separate improvement and the only reason I haven't brought up cutting it out is that the technology requirement for whatever improvement taps Silk resources is effectively a prerequisite for
Silk Road. Unless we move that, Silk Farm has to stay.
I like
Micromechanics as a technology to represent developments in Transhuman Era material science. However, I think we could salvage Micromechanics by deleting
Rapid Prototyping and giving the
Replicator Plant to Micromechanics. Thermobaric Tank can be deleted; it's sharing the space of the
Plasma Armor as the heavy tank of the early Transhuman Era. It will mean that Modern Armor will upgrade directly to Plasma Armor, but Stealth Armor and Hover Tank can pick up the slack. It's almost like the early eras where Horse Archer is stronger than Chariot and Rider is stronger than Heavy Horseman.
So here's the summary of things we can delete:
- Delete Rapid Prototyping, Plastic Electronics, DNA Computing techs
- Delete Thermobaric Tank
- Replicator Plant moves to Micromechanics
- Hypermarket moves to Megacorporations
- BBM moves to Artificial Evolution