Tomice
Passionate Smart-Ass
Science specialists are something I've had difficulty balancing. I had them at 2in the first version of the old specialists mod, then changed back to 3 when there were a few protests, but pi-r8 stated they're still overpowered at 3
, so I changed it back to 2. I guess I'll change it back to 3 again.
The thing is scientists / great scientists are so crazily overpowered in vanilla any changes to them have to be rather significant to bring them down to the same level as the others. The 200-turn Deity science victory example relied largely on scientist and great scientist spam. No other specialist/great person combo has such a dramatic effect on the game.
Wait, I thought you considered nerfing scientists to 1 beaker, making them valuable mostly for great scientist creation - nerfing GS's by nerfing their prerequisite?
Seems like I mixed something up totally, sorry!
2 is not too low in my books.
Speaking in more theoretical terms, I'm disappointed population has such a high impact on science in vanilla. IMO, science buildings should produce raw beakers, instead of boosting the population-related value. Especially universities and science labs (only buildable in advanced cities) should have quite a few beakers of their own.
The rationale is that science should be more dependent on a good education system and infrastructure than population. The science boost from ICSing is very unrealistic. Small cities with basic schools are not exactly known to be the best way for scientific progress...
EDIT:
I was wrong!
The problem is not so much that science is related to the population, but that the game makes it much easier to have unlimited amounts of citizens with a small modifier (libraries) compared to having a moderate population with a huge modifier (universities and further).
I have to rethink my thoughts
