Jeppetto
King
- Joined
- Dec 23, 2018
- Messages
- 714
I think Eurekas should remove the pressure to hard-focus Science for non-Science playstyles If there's important Tech line for them. Imagine If Military Playstyle didn't reguire hard-focus on Science, but still required Tech here and there to progress. Eurekas from actions they normally make (kill this with that) reducing Science required would allow them to put Tech tree into use and not view it as feature distant to them as they don't hard-focus it, at the same time not giving out everything and for free. Likewise, Techs that could be well-used by Culture-play would have Eurekas bouncing off actions they are supposed to achieve (4 Broadcast centers, Theme Museum etc.).
The problem is that Tech progress, both realistically and gameplayly, is way too general to consider this and not all Eurekas are designed this way. I'd like them to be more about easier acces to specific Tech-line you focus on and less about "well realistically this could lead to that". I'd only prefer early game Eurekas to have that realism of "we settled near coast, we'll understand fishing and seafaring sooner than deep jungle-dwellers" since it also has the gameplay value of allowing you to rush Techs that help you take advantage of your starting location.
The problem is that Tech progress, both realistically and gameplayly, is way too general to consider this and not all Eurekas are designed this way. I'd like them to be more about easier acces to specific Tech-line you focus on and less about "well realistically this could lead to that". I'd only prefer early game Eurekas to have that realism of "we settled near coast, we'll understand fishing and seafaring sooner than deep jungle-dwellers" since it also has the gameplay value of allowing you to rush Techs that help you take advantage of your starting location.