There's nothing wrong with the concept of the tech/civic tree, which i quite like in abstract. I do not think they intended players to be broadly as good at getting eurekas as they planned. You can get a eureka for nearly everything with minimal effort - And this cuts the game in half as you note. But redoing all those is hard work; they could simply make techs more expensive globally, and especially add more prereqs to the tree so a player can't beeline too much. I don't want them to break their backs.
Absolutely agree. Building Tech Trees (or Civics, or any other 'Tree') is a tremendously challenging job. Aside from the 'dead end' Techs, which have been commented on at length, the Tech Tree is not overall bad by itself: the problem is that it was not integrated and/or apparently play tested with the construction times and Eureka acceleration times in the game.
I have suggested elsewhere that one possible solution is to require, instead of a single +40% Eureka which is not always directly related to the boosted Tech, that each Tech have 3 Eurekas, which can be obtained in any order but which would provide only +10% for the first, +15% for the second, and +20% for the third. Get all three and the total boost in research would be 45%, but you would have to work very hard and concentrate more time and effort on that Tech to get all three.
For example, for Archery the Eurekas might be:
Kill a Unit with a
Slinger
Be attacked by an
Archer or
Horse Archer
Have 2 Deer, Ivory or Cattle Resources within a City Radius
The three Eurekas represent, respectively, having a Need for a better ranged unit, Seeing an Example of a better Ranged Unit, and having the resources (bone, sinew, glue) to build a better Ranged Unit.
The research and work required for this is much less than for a revised or new Tech Tree: I have managed to come up with most of the 'extra' Eurekas for the first three Eras, and probably haven't spent more than a couple of hours at it...
Increase the 'basic' Unboosted research time for the Techs by X percentage (would require some play testing to get right) and coupled with a system like that above that requires more concentration to get the complete Boost, and we might have both a Tech progression more in line with the total length of the game in turns and one that requires more decisions and effort on the part of the Player to make the most of it.
But to this thread's recent turn: muskets upgrading to rifles or not, you still have to contend with field cannons and cuirassiers and cavalry. 64 str horsies will put the kibosh on muskets whether we like it or not. the same applies to swordsmen: regardless of if they added "longswords" or not, knights still trample swords, so they won't be the stars of the middle ages either way.
A unit may be in use, but that doesn't mean it's going to be useful.
Here we attack the problem from different 'knowledge bases'. You look at the numerical relationships among unit strengths and pinpoint where they are going to produce units that are ineffective or even achieving the opposite of their intended effect in the game. I look at the historical interactions among the units and see where the game does not achieve those interactions because they have inaccurate relative strengths or the wrong unit being represented entirely.
In this case, the latter: the sequence historically was Knights to Gens D'armes to Cuirassiers provided heavy 'shock' cavalry from about 1100 CE to 1820 CE (Medieval to Industrial Eras). The Gens d'armes were simply Renaissance Knights: heavier plate armor, but indistinguishable from Knights in their basic weapons, tactics, and effects.
The Counter Units to these were:
Pikemen
- Which appeared almost simultaneously in several 'versions' about 200 years after the Knight did, for examples:
1302 CE: Battle of the Spurs - Flemish pikemen massacred knights, hung up 700 pairs of knightly spurs in the cathedral to commemorate the victory (don't ask what happened to the original owners of the spurs - it was not pretty)
1314 CE: Bannockburn. Scots schiltrons, which were really using 'half pikes' rather than pikes, but had the same effect: another army of Knights massacred.
1315 CE: Morgarten, Swiss pikemen chop up a third army of knights, this time by charging so fast the knights literally never knew what hit them.
Conclusion: the relationship between the numerical factors and Combat Results of battles between Pikemen and Knights in the game is grossly inaccurate - not News to anyone who has followed your posts, among many others.
Pike and Shot
- Which appeared in 1493 CE (Renaissance Era) with the first Spanish Colunelas, a mere 20 years after the arquebus/musket (1470-75 CE). 'Musketmen' then, should not even be in the game, since they were never used as separate units.
Pike and Shot dominated land warfare in Europe for the next 200 years. Major Refinements (or, if you will, 'UUs' or 'Promotions') were:
Turkish
Janisseries using Volley Fire with muskets, at Mohacs (1526 CE)
Spanish
Tercios in 1530 CE, combining 50% pikes with 50% arquebuses.
Muscovite
Streltsy raised by Ivan the Mighty (around 1550 CE) with arquebus and 'berdische' axes as sidearms
Battalion of 1/3 pikes to 2/3 muskets introduced by Maurice of Nassau by 1592 CE: the definitive infantry unit in all 'modern' armies to the present day, regardless of the weapons used.
Les Vieux - first regular French infantry units formed in 1597 CE, using the battalion organization. Permanent infantry units, maintained in peacetime with all their flags, uniforms, and traditions.
Squadron of Swedish infantry (1618 CE), with pikes, muskets, and light cannon in battalion-sized units permanently combined into regiments and Brigades, each Brigade of over 2000 men a complete self-contained Combined Arms infantry force.
IF the R&F Pike&Shot unit had been really understood, it would have replaced the Musketman completely as THE Renaissance Era Melee/Anti-Cav unit, because it combined those capabilities in one, and would provide the basis for a number of UUs for Civ's like Holland, Sweden, Spain, Turkey and France.
And, as you pointed out, by trying to maintain a separate Melee Unit without any Anti-Cav properties, they produced both historically inaccurate and Near-Useless Game units.