Biologist
Emperor
I suppose if you really want to ignore the NC, you could just play as the Mayans. Spam cities, build Pyramids everywhere, and choose MoG pantheon with Feed the World (for growth) and Ascetism (for happiness) beliefs.
Anyone else remember back when the lowly Library used to come with a specialist slot?NC is not the problem (and a 50% boost in one city is not "nearly doubling" science output). If you wanted to slow down science a bit, just shift one of the university specialist slots to research labs. That would parallel the other specialist buildings, where the last available building is the one with two slots (Museum, Factory and Stock Exchange). However, since labs come much later than the others, perhaps shifting the slot to public schools would be more appropriate (same era as the others). But, in any event, nerfing NC is not necessary.
Science should be nerfed, since it completely dictates the pace of the game on higher difficulty levels. You cannot win any victory condition if you fall behind in science.
Agreed. What I don't get is why G&K actually INCREASED the importance of science. The core melee line used to be 6-10-14-16-24-36-50; now it's 8-14-21-24-34-50-70-90. Thus, the expansion only made disparity in science even more damaging (and this is ignoring the increased difference between Piety and Rationalism).
Interesting, I may have to try this out sometime. Heroic Epic buffing Frigates and Privateers, especially if as England, sounds just monstrous.
(while screwing up RAs, which sped them back up again *sigh*)
Agreed. What I don't get is why G&K actually INCREASED the importance of science. The core melee line used to be 6-10-14-16-24-36-50; now it's 8-14-21-24-34-50-70-90. Thus, the expansion only made disparity in science even more damaging (and this is ignoring the increased difference between Piety and Rationalism).
The one that I still don't get is Great War Infantry/Infantry. Why did even put in GWI if they're going to put Infantry right there at Plastics? I kinda feel the same about Longswords/Muskets but at least there's a strategic resource reasoning there.
Yeah, but the overflow didn't really give that much of an advantage, from my personal experience.Should have been more precise. In addition to changing the RA mechanic, G&K included a bug that supercharged RAs (double counted beaker overflow) (hence my sigh). That got fixed in the Fall patch, which also caused the AI to spend more of their gold, making the newly nerfed RAs even harder to get.
Yeah, but the overflow didn't really give that much of an advantage, from my personal experience.
Actually, many iterations ago, RA's gave a random tech (IIRC).
Then it was changed to median-based.
And now it's based on beakers produced (while requiring a DoF).
It's been a steady progression of fixes, but more and more balanced IMHO.