Psycadelic_Magi
Hippie/Philosopher/Peanut
As we know, every technology has a unique mini-quest to help research it faster.
It's a great idea, but I still worry that it might further push certain lucky civs into an unchallengeable scientific lead.
This could however also work the opposite way. Perhaps for certain techs the bonus is not available for the first civ to discover it, but instead offers ways for other civs to exploit their current advantage.
E.g.
Gunpowder bonus- Defeat X number of musketmen units, and return those units that defeated them to friendly territory.
I don't know if the Eureka moments can only be unlocked once you start researching them; but I think it would be interesting if in certain situations achieving eureka could also unlock a technology you didn't currently meet the requirements for (perhaps you could short-cut to it if you were 1 tech away from being able to research it for example).
It would be quite difficult to start an aggressive war in order to steal a technology from a more advanced enemy, because if they were aware of the system chances are they would be able to stop them from returning to their own territory. However it might be possible with very careful raids by civs that are close to one another. It would be more useful in fighting a defensive war against a stronger enemy though, and I think could help combat a snowballing/steamroll effect, while still requiring some level of science infrastructure/advancement to take advantage of.
I've been thinking of ways to do this peacefully, such as by being traded (or gifted) a certain number of units by another civ but this doesn't seem particularly satisfying to me.
What do you guys think? Do you think it might be in the game in some form (either way it would make an interesting mod)? Any suggestions for expanding the idea?
It's a great idea, but I still worry that it might further push certain lucky civs into an unchallengeable scientific lead.
This could however also work the opposite way. Perhaps for certain techs the bonus is not available for the first civ to discover it, but instead offers ways for other civs to exploit their current advantage.
E.g.
Gunpowder bonus- Defeat X number of musketmen units, and return those units that defeated them to friendly territory.
I don't know if the Eureka moments can only be unlocked once you start researching them; but I think it would be interesting if in certain situations achieving eureka could also unlock a technology you didn't currently meet the requirements for (perhaps you could short-cut to it if you were 1 tech away from being able to research it for example).
It would be quite difficult to start an aggressive war in order to steal a technology from a more advanced enemy, because if they were aware of the system chances are they would be able to stop them from returning to their own territory. However it might be possible with very careful raids by civs that are close to one another. It would be more useful in fighting a defensive war against a stronger enemy though, and I think could help combat a snowballing/steamroll effect, while still requiring some level of science infrastructure/advancement to take advantage of.
I've been thinking of ways to do this peacefully, such as by being traded (or gifted) a certain number of units by another civ but this doesn't seem particularly satisfying to me.
What do you guys think? Do you think it might be in the game in some form (either way it would make an interesting mod)? Any suggestions for expanding the idea?