Thalassicus
Bytes and Nibblers
@SeekIf we make science depend on villages and favor tall empires, we solve two problems at once:
- Undervalued villages.
- Science comes mainly from population.
Are you thinking that proposal (as described) would not have the listed effects, or do you believe the proposal is not feasible? Those are two different things to discuss.

It does matter, because one city reaching 16 pop takes a huge amount of turns compared to two cities reaching 6 pop.
...
1) further devalue Merchants (why would you ever work a Merchant over a village?) and buffs Scientists (with 2/pop, working a scientist slot gives a 150% increase while with 1/pop it's a 300% increase)
2) cause a return of the gold overabundance only recently resolved.
Moving Aqueducts earlier in the tech tree would change the population balance... but we're getting off topic. I'm trying to find ways to make science come from sources other than undeveloped population.
- If a tile and specialists produce equal yields, then the value of those specialists is equal. If this is not the case it's a problem with the yields themselves, not the specialists. Besides, scientists are currently less powerful than merchants:
Spoiler :From the yields thread:
22= villages
03= merchant
09= market
====================
34 / 12 = 2.8per
03 / 34 = 9% from merchants
24= 2 * 12 pop
12= 1 * 12 library
03= 3 * 01 scientist
====================
39 / 12 = 3.2per
03 / 21 = 8% from scientists - It's not possible to draw this conclusion with the information we have so far, because we have no specific numbers to go with the proposal described in the first quote.