RebelSchutze
Chieftain
- Joined
- Oct 24, 2023
- Messages
- 18
A suggestion I wanted to pose to see what the general consensus might be.
In a personal scenario pack that I may release soon if anyone is interested, I have added 1 science to every citizen regardless of job. This is designed to influence research rate by the number of citizens. Ofc, this goes with some tweaks; base time to research is doubled and I also made each pop require 3 food to curve growth and offset the major advantage that agricultural civs would already have with this system.
The justification for this system is to try to emulate real life; I think most people here could agree that historically isolationist or low population nations tended to lag behind such as Japan, subsaharan African or the Meso-American civilizations. The more people there are living, warring, or trading together, the greater exchange of ideas, the faster the technological advancement.
Ofc the results of this system is that high population nations can tech up much faster than low population nations. There is now a serious incentive to expand and compete with the AI for good city build spots. Nations that are locked on an island and limited in size early game may have difficulty being competitive. I also found that on fairly low difficulties it can be much harder to compete with AI in the tech race. I remember in vanilla civ3 I used to build a supercity on an island and could still outcompete AI by wonder rushing, however now this strategy is now no longer possible.
Although I haven't tested it yet I am interested to try this on a large world map such as Teturkhan's, it would be interesting to see how the American civilizations develop prior to magnetism and in isolation by themselves relative to their tightly packed European and Asian counterparts.
In a personal scenario pack that I may release soon if anyone is interested, I have added 1 science to every citizen regardless of job. This is designed to influence research rate by the number of citizens. Ofc, this goes with some tweaks; base time to research is doubled and I also made each pop require 3 food to curve growth and offset the major advantage that agricultural civs would already have with this system.
The justification for this system is to try to emulate real life; I think most people here could agree that historically isolationist or low population nations tended to lag behind such as Japan, subsaharan African or the Meso-American civilizations. The more people there are living, warring, or trading together, the greater exchange of ideas, the faster the technological advancement.
Ofc the results of this system is that high population nations can tech up much faster than low population nations. There is now a serious incentive to expand and compete with the AI for good city build spots. Nations that are locked on an island and limited in size early game may have difficulty being competitive. I also found that on fairly low difficulties it can be much harder to compete with AI in the tech race. I remember in vanilla civ3 I used to build a supercity on an island and could still outcompete AI by wonder rushing, however now this strategy is now no longer possible.
Although I haven't tested it yet I am interested to try this on a large world map such as Teturkhan's, it would be interesting to see how the American civilizations develop prior to magnetism and in isolation by themselves relative to their tightly packed European and Asian counterparts.