[Mod Potential] Anti-beelining tech rush mechanisms?

Should there be any practical mechanisms against Tech-Civic Rush?

  • Yes. Do it, I'm sick of it.

    Votes: 3 75.0%
  • No. Forget it. it won't works against Babylonians

    Votes: 1 25.0%

  • Total voters
    4
Joined
Jan 10, 2019
Messages
2,840
Should there be any practical mechanisms against Tech-Civic Rush?
If so, what's a proposed mechanism? Exit and Entry 'gate' tech and civic where before leaving or entering an era. THIS tech/civic is a bottleneck that REQUIRES EVERY TECH of the previous era, and unlocks others as well.
If you're agree with this aforemented mechanism, what's the name of Techs and Civics of each and every eras that serves this function?
 
Maybe make this part of the Tech and Civics Shuffle Mode? Just my take, be free to tell me if it's a good or bad idea, any other CivFanatic out there who's reading this.
 
I feel like the best way to do something like this would be to increase the costs of techs from eras ahead of the game era by a percentage based on how many of the current era techs you've unlocked. So since the only Medieval prerequisite tech for Printing is Machinery the cost would have a massive increase since you have only unlocked one Medieval tech. So you could still beeline but it would come at a cost. The other way would be block off all Renaissance techs unless you've unlocked half of the Medieval techs or something.
 
I feel like the best way to do something like this would be to increase the costs of techs from eras ahead of the game era by a percentage based on how many of the current era techs you've unlocked.

This seems like a good way to slow down beeline. The other way I could see it is to increase the tech costs for each subsequent era by a larger degree, but to give better science bonuses through policies. That way it might force civs to take a more balanced approach to science/culture.
 
This seems like a good way to slow down beeline. The other way I could see it is to increase the tech costs for each subsequent era by a larger degree, but to give better science bonuses through policies. That way it might force civs to take a more balanced approach to science/culture.

I feel like another thing contributing to the problem of beelining is that all of the eras have same number of techs but represent vastly different periods of time. The Classical Era historically lasts around a thousand years from roughly 500BC to 500AD but the Industrial, Modern, Atomic, and Information are all in the last 200 years. The Tech and Civics trees need some kind of re-balance to make the early game last longer and the late game go by faster.
 
I feel like another thing contributing to the problem of beelining is that all of the eras have same number of techs but represent vastly different periods of time. The Classical Era historically lasts around a thousand years from roughly 500BC to 500AD but the Industrial, Modern, Atomic, and Information are all in the last 200 years. The Tech and Civics trees need some kind of re-balance to make the early game last longer and the late game go by faster.
yes. Actually Ancient and Classical Era should last longer and some techs are skipped or ignored entirely.
I'm not counting how some techs aren't placed correctly yet. but this discussion is focusing on how frustrating tech rush beeline really is. particularly with barbarians awarded with two o three free techs while players have to start from ground up (especially if a game begins in Ancient Era 4000 B.C.)
 
First, I wonder if this is really a problem. It's kind of cool to have landmark techs/civics (like philosophy in Civ 5). That is, as long as the theming is right. I pretty much rush apprenticeship every game and the flavor to that isn't amazing.

Putting aside my dislike for the tech tree, I think addressing this issue would come from just balancing out the techs. Take apprenticeship for example. It not only gives you IZ's, it also gives you +1 production on mines passively. That's so much value for beakers. And I don't need to bring up the ultimate example which is political philosophy. One issue is less about what the techs give themselves and more about where it puts you big picture on the tech tree. For example, the sort of naval line has a bunch of fine bonuses but the placement is awful in terms of setting you up to research other techs.

One way to think about this is maybe you can't even start researching the tech until you get a Eureka?
 
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