Suggestion: make earlier techs cheaper!

I always use the Full of Resources mapscript and give all players the lvl 1 techs. Its nice to get a bit of a jump.
 
Actually, my emphasis was on "a lot of cities" not the "high tech output." I typically turtle up in the early game, so even though my cities have the highest tech output in the game there are very often not enough to compete technologically with those who grabbed huge plots of land early on. The Kuriotates and the (AI controlled) Khazad also can't really compete with the shear number of researching cities, which is one of the main reasons I'd really like the tech costs normalized by civ size.


I still think that Era rebalancing would solve the OP's problem and make things more convenient for me too without having any adverse effect on those who like the slow early tech rate.

Also, I'd like it if civs could be given different starting techs based on Era, beyond just the ones everyone gets. For example, if the first era was composed of only the techs with no prerequisites, the Khazad would get to start with Mining and the Elohim with Mysticism instead of being on the same level as the Doviello who normally start with nothing. I think it could be better to have civ and era specific starting units too, instead of just having the ancient units plus a couple more.
 
You shouldn't be able to compete with the big empire guy though. This is a 4x game, you're supposed to expand.

Anyway, the whole point of maintenance was to punish ICS, which it did effectively. No need for further penalties. The problem now is just that a regular late game civ can research late game techs in around 2 turns.
 
I don't see a problem with (relativeley) low late tech costs. With all of the early powerhouses in the game (The doviello, the hippus, the grigori, the clan to name a few), if a late game civ survives and develops to the point where it can research the late techs, and has the economy to do so quickly, it's only fair that it does get those techs quickly because it has been waiting hundreds of turns for them. Take the Amurites for example, if you push back arcane lore and strength of will, why would anyone even bother to play them?
 
Better suggestion: Rework the eras so that you can start with the basic essential techs without being all the way to the "Classical" era and just 1 or 2 techs away from founding any religion, or so you could be beyond "Classical" without having just about the whole tech tree complete. Also, make all the religion specific techs not be given out for free in the "Medieval" era, as all but Infernal Pact currently are.
If I could have one suggestion implemented in FFH2, it would be this. I find that starting with nothing is frustrating and starting at Classical is too advanced.
 
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