Tech Tree Discussion

By 'precise' I think you mean 'easy'. And I agree that it's a bit tougher to try to work with balance from tweaking the small portions that make up the whole. But I think DH's point is pretty solid. Why should I lose gold just because I discovered a new technology?

Because it costs money to educate people? Or it costs money to have Feudalism?

I could support adding - :gold: to more buildings in the Medieval era, but that is as you said a lot more work, and I think we'd all rather spend our time on other things.
 
@ls612

Can you please add Feline Domestication tech?

I also have possibly 2 more techs I need added. However with Vokarya gone I am not sure who is in charge of techs. Should I be asking SO or TB instead?

Sure, but as I've said I have a bit of stuff I want to get done first. I'll get around to all of this before the end of the week.
 
Sure, but as I've said I have a bit of stuff I want to get done first. I'll get around to all of this before the end of the week.

Ok. I will post the other 2 techs then. Thanks for taking over the techs.

BTW TB was nice enough to redo all the metal resource requirements for units for me instead of me having to ask you to do it. I know you have been busy so I asked him. And from what I can tell he did a good job.

Thanks again TB! :goodjob:
 
Why should I lose gold just because I discovered a new technology?

This already happens heaps with building obsoletions. If it's 'arbitrary', it's far from uniquely so...
 
Ok. I will post the other 2 techs then. Thanks for taking over the techs.

BTW TB was nice enough to redo all the metal resource requirements for units for me instead of me having to ask you to do it. I know you have been busy so I asked him. And from what I can tell he did a good job.

Thanks again TB! :goodjob:

I've done Feline Domestication now on the SVN.
 
@ls612

Ok the new techs ...

Drying
Icon/Button: (See Attachment)
Location: X11 Y13
Cost: 16
Req Tech: Binding AND Skinning AND Trap Fishing

Mummification
Icon/Button: (See Attachment)
Location: X25 Y17
Cost: 217
Req Tech: Resurrection AND Salt Processing AND Fermentation

Please change the following tech requirements ...

Tanning
Req Tech:Sewing AND Drying

Earth Oven
Req: Cooking AND Fire Making AND Drying

Salt Processing
Req Tech: Masonry AND Drying

Kemetism
Req Tech: Stargazing AND Polytheism AND Feline Domestication AND Mummification

Ancient Medicine
Req Tech: Gardening AND Code of Laws AND Mummification

Thanks! :goodjob:
 
So something needs to be done about :gold: in the Medieval era.

Before doing anything else to gold, Jeweleries need to be altered, since currently they are hard to get due to the resource requirement, but provide a huge gold boost when you have access to them. Either ease the requirements or nerf their gold production, then you can get a clearer picture of how much gold balancing is needed.
 
Another gold discussion chopped into bits and pieces. (was the popcorn good kosh? ;) )

@ls612,
You did say one thing that is wrong, "paraphrase- change it as "I" see fit...". Should be changed after a consensus. The "as I see fit" does lend to arbitrary.

As for the Gold issue it will never be right nor precise. Learn to live with the pluses and minuses. So what Medieval Era has a jump in gold, the 1st Eras stink at gold production, trade off?. What about Ren and Industrial? Do they start to bring it back down? And who really knows with a Mod as complex as this one! Until everyone plays the same "Base" game for this Mod with out a bizillion specialty Options there will be No Clear consensus. Just play style wah wahs and tugs of war over who's style is the "true" style for C2C.

Bleh!

JosEPh
 
Another gold discussion chopped into bits and pieces. (was the popcorn good kosh? ;) )

@ls612,
You did say one thing that is wrong, "paraphrase- change it as "I" see fit...". Should be changed after a consensus. The "as I see fit" does lend to arbitrary.

As for the Gold issue it will never be right nor precise. Learn to live with the pluses and minuses. So what Medieval Era has a jump in gold, the 1st Eras stink at gold production, trade off?. What about Ren and Industrial? Do they start to bring it back down? And who really knows with a Mod as complex as this one! Until everyone plays the same "Base" game for this Mod with out a bizillion specialty Options there will be No Clear consensus. Just play style wah wahs and tugs of war over who's style is the "true" style for C2C.

Bleh!

JosEPh

So far I have seen it get worse the farther the game goes. The early eras are a bit of a challenge, and I'd like Medieval to be the same way. As for 'as I see fit', that meant basically that I'd calculate a good start point and work from there, like I've done with Gamespeeds for a year or so now. Basically I see the options as either adding maintenance to a lot of buildings (which is time consuming) or adding this to a couple techs (which is easy).
 
How about adding it to an Era instead?

That way it's easy to remove when further additions have been made through new things, balancing, and tweaking, and also easy to tweak and re-tweak for each Era that might be in need of it.

Cheers
 
First of all to balance gold we should tweak guilds national wonder.

Think when you have 100 cities (easy to get on gem) and you build goldsmith guild you have 100 jevelery stores at one turn the same for other like tailors and grocers guild.

Bank should be tweaked to +20% :gold:
 
First of all to balance gold we should tweak guilds national wonder.

Think when you have 100 cities (easy to get on gem) and you build goldsmith guild you have 100 jevelery stores at one turn the same for other like tailors and grocers guild.

Bank should be tweaked to +20% :gold:

Guilds Wonder yes.

Banks No. Banks are but a former shell of themselves. They used to give a vital and much needed 50% increase. Now we want 20%? No way, adjust something else or just plain remove banks. They are a travesty now.

JosEPh
 
Why Vassalage researched before Feudalism?
Vassalage (civic) enabled on Feudalism - and this sounds right to me.
i suggest to replace this techs feudalism need to be first and vassalage need to be reseacrhed after
 
OK, I've been thinking about this and have an idea for a compromise. I'll add -3% :gold: to Fedualism and Education, and then ask Hydro and DH to add more maintenance to make up for the rest, which should be about another 6% of :gold: in the medieval era in order for things to be more balanced. I'll be adding this at the end of the week, I currently have a massive commit building up which includes a new set of traits (which are simpler).

Does that sound OK for now?
 
but you told on some one of other thread that Vokarya dont work actively on c2c now...
 
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