Naokaukodem
Millenary King
- Joined
- Aug 8, 2003
- Messages
- 4,298
I would tend to the third answer, although I could reconsiderate it due to the civics tree of Civ6.
In Civ4, the player had a 150% bias towards science, and he let the slider at max science as long as this wasn't leading him to banckrupcy. When needed, he could put the slider full gold to upgrade his units, for a few turns. Then back to full science. Culture was ignored most of the time.
Now, with a civics tree, it could be more challenging, especially if we make it even more interesting. For example, unique units/buildings/improvements could be in the culture tree. And even, why not unique traits ?
This way, this would make the player emphasis culture at least several times in a game. (and most of the time in case of late uniques, possibly, especially powerful traits. I think of it in terms of golden age, while science would be harder to get and be the "plan B" resource, like the pike-and-shot is the plan B while musketmen the plan A)
In Civ4, the player had a 150% bias towards science, and he let the slider at max science as long as this wasn't leading him to banckrupcy. When needed, he could put the slider full gold to upgrade his units, for a few turns. Then back to full science. Culture was ignored most of the time.
Now, with a civics tree, it could be more challenging, especially if we make it even more interesting. For example, unique units/buildings/improvements could be in the culture tree. And even, why not unique traits ?
This way, this would make the player emphasis culture at least several times in a game. (and most of the time in case of late uniques, possibly, especially powerful traits. I think of it in terms of golden age, while science would be harder to get and be the "plan B" resource, like the pike-and-shot is the plan B while musketmen the plan A)