Tech and culture pace / production

Heathcliff

Tactician
Joined
Nov 19, 2006
Messages
356
Location
Sweden
A complain of civ 6 was that tech and culturecost was too cheap compared to how much stuff cost to produce in mid and late game.

It was hard to produce new units before they was obsolete so instead most people focused on gold and did upgrade old units which is quite cheap.

It also felt like mid game stuff like neighborhoods sewers auquducts or entertainment stuff wasnt worth it.
You better run some projects as you would soon reach space.

In Rise and Fall they nerfed inspirations to only give 40% of techcost and also nerfed the policy that made science and culturebuildings better unless they had +3 adjacency.


I guess the reason for the future era is to push forward space victory so it will be worth building midgame stuff.

Do you think the game has a good tech-culture / production balance now or would you like to see even more nerfs to science/culture.
Maybe by reducing inspirations to 30% ?
 
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