We don't have enough definition in flavors yet to enable such a direct relationship.What if just techs with "matching flavors" were reduced in cost (perhaps according to the strength of the flavor)?
Giving it futher thought, it might be nice if I could manage to express something on a tech you do have a bonus or penalty to research it to at least say so on the hover-info when looking at the tech tree. MIght be a little tricky because I'm not sure how much the tech hover on the tree can be easily identified as the reason you're getting that hover. It should be doable.
Culture requirements are scaled differently on game speed and probably other factors, but once cost reaches million national culture it just doubles on every trait selection.I
After leadership level 5 the requeriments of culture to increase further your traits become a bit too excessive, maybe there shouldn't be a gap between levels that is that big.
I think Esfera meant the factor 10 before that, or perhaps just the exponential increase.Culture requirements are scaled differently on game speed and probably other factors, but once cost reaches million national culture it just doubles on every trait selection.
So for example its 100, 1000, 10 000, 100 000, 1 million, 2 million, 4 million and so on.
As I said, you cannot change the cost of the tech without there being problems with limitations that then other effects compiling on top of this one would potentially create. You could end up with techs that give you research for researching them.This was kind of the thing I wanted it to go in the direction of, since after you get a few bonuses it ends up being hard to track the hundres of bonuses (each trait might give bonuses/maluses for like 10-40 different techs). My suggestion was to show this bonus through changing the cost of the tech instead of applying the bonus to the production. If you want to keep identical numerical behavior, then if the current form is new_total_research = (total_research * (100 + specific_tech_bonus))/100, then we could set the tech cost to new_tech_cost = (tech_cost*100)/(100 + specific_tech_bonus).
After leadership level 5 the requeriments of culture to increase further your traits become a bit too excessive, maybe there shouldn't be a gap between levels that is that big.
This has changed, if you hadn't noticed. The change was in place for v39 though. It's not nearly so exponential at this point and although the early selections have slowed a lot, the later selections have become much more frequent than this original exponential model. It's certainly not a linear progression still but it's not as simple as to the 10th power each time.Culture requirements are scaled differently on game speed and probably other factors, but once cost reaches million national culture it just doubles on every trait selection.
So for example its 100, 1000, 10 000, 100 000, 1 million, 2 million, 4 million and so on.
Noted, though I'm concerned they are too powerful already.The positive traits centered around Golden Ages should be a bit more powerful.
Even though you can straight steal cities and cause a complete loss of all city defense, nuclear attacks and more with spies?now, IMHO, C2C probably needs a espionage rework to balance espionage points, as they are by far the least useful output
I would not recommend Pure Traits. It's really only included because there were so many loud voices both for and against having negative aspects on positive traits and so on. I was one of those that strongly felt traits should have a blend of both, in part so that they could BE better balanced in this way. It's very intentional that traits that give you more frequent golden ages tend to reduce the length of them to help counterbalance the additional frequency of them you can get. Then, too, when you get a trait that increases the length and effectiveness of GAs, it counterbalances the length if you are trying to blend that with greater frequency OF GAs.Concerning Golden Age traits, then there is a huge difference in how good they are dependent on whether you have pure traits on or not, since a lot of the traits that benefit one aspect of golden ages hurts another aspect, which makes it hard to stack well without having pure traits on. I havent really seen this effect on other aspects, but I usually play with pure traits so I might have simply overlooked it.
The positive traits centered around Golden Ages should be a bit more powerful.
There should be a positive trait related to crime reduction, just like there is are two traits related to polution reduction (naturalist) and disease reduction.
I'll list level 1 traits (negative traits can have boost too with impure traits), that boost GP or GA length:
Great people generation boosters:
Philosophical +50%
Even though you can straight steal cities and cause a complete loss of all city defense, nuclear attacks and more with spies?
+1 They need serious reductions.So traits are absolutely overpowered when it comes to boosting/starting Golden Age
Yes, hardly even an option imo. Further, I've recently been informed of how easy it is to keep up on tech if you generate high espionage output, and at the moment it might be a bit too easy through certain routes to do so.Hey Thunderbrd, are we talking about the Advanced Espionage game option or is there something I have been missing?
Of course, if you do that and you want to then take advantage of further benefits you're closer to having earned for taking Spiritual I and you take Spiritual II, you're continuing to diminish the length of your GAs as well. If you only take that first step in, you can maximize your benefit on that and if that's your goal, it's silly not to take Glorious as well and then also focus on GP birthing. But if all your GP birthing is prophets, you totally lose out on corporations.Spiritual trait is reliable way to get golden ages, as each prophet birth gives you golden age.
So there with maximized GP generation you can have constant golden age, also you can stash other GPs for later use.
How many players really use Corporations? In all my years of playing I have never used them but once or twice a long long time ago. Back when getting into the late game was a regular occurrence. And I found them to be too fiddly and not very cost effective. And there was no Victory Condition for who can have the Most Gold. Though the couple of times I used Corps I did not generate the gold I thought I would. So it turned me off from their usage.you totally lose out on corporations.
These can boost food/production/research/commerce/other stuff depending on their type - just expand them and build their shopsHow many players really use Corporations? In all my years of playing I have never used them but once or twice a long long time ago. Back when getting into the late game was a regular occurrence. And I found them to be too fiddly and not very cost effective. And there was no Victory Condition for who can have the Most Gold. Though the couple of times I used Corps I did not generate the gold I thought I would. So it turned me off from their usage.
Just another layer of "fluff" to me. And not a real item to manage to win a game on Most of the Victory conditions. Just my 2 cents of Corps.
Yeah and if 90% of them are prophets you will have a problem.Thunderbrd, if 30% - 60% of GPs are prophets, then you can stash other GPs for later use.
Wow. I admit my wife and I started playing mods a little later than some and we really played the hell out of vanilla BtS beforehand but Corps were nearly everything to our game play at that time. They are even more powerful in C2C. There are a lot of things you need to do just right to make corps work out well but when you do, nothing is more powerful in the game. Hands down. I suppose the game is usually decided by then with the AI we have right now though.How many players really use Corporations? In all my years of playing I have never used them but once or twice a long long time ago. Back when getting into the late game was a regular occurrence. And I found them to be too fiddly and not very cost effective. And there was no Victory Condition for who can have the Most Gold. Though the couple of times I used Corps I did not generate the gold I thought I would. So it turned me off from their usage.
Just another layer of "fluff" to me. And not a real item to manage to win a game on Most of the Victory conditions. Just my 2 cents of Corps.