It's obvious to me that at this point if the industrial age could use some help, the modern simply needs content.
One thing stands out though, there really does not need to be Cubism, Expressionism, Dada and then one more full price tech Modern Art to round it out. That between them all there's barely enough content for one Tech is proof enough.
I'm gonna assume an art major was on the modding team at one point.
Cheers!
-Liq
Agree with some need for more content in the Modern but I don't think we should worry about it until earlier eras are more developed. I also feel that we should plan more around unit upgrade paths than the other way around. After having done a lot of work on sorting some things out for the naval review it became clear that techs should not always be a first consideration but a second consideration more often. Make the techs to fit a good progression of the game rather than make the game progression fit the tech tree. I admit, it can't be only one or the other... The shell of the tree needs to be in place generally for the rest to take place. If I'm making any sense here.
I really quite agree, but I doubt that Thunderbrd will, given that he actively supports Piercing, Slashing and Cutting as three techs and the above situation is a culture-themed rehash of the idea to give tiny bonuses as part or all of entirely separate techs.
Surprisingly, I actually somewhat agree that the art styles may be a little over the top. I don't know how I feel about them right now being as Artistic sources can also mean Education sources as well as potentially some gold and obviously culture. Culture, pre-Developing Leaders and without Educational benefits being included (however minor said benefits may be) was always something that I would ignore as long as I possibly could and would consider pure cultural bonuses to be nothing more than a road bump. When these techs were introduced, that's all they were. Road bumps. Not sure if they have been further developed much but they COULD become more than road bumps.
Well, so would I (we do not seriously need 12 myths for every conceivable species of bear, for instance), but given that C2C varies from wildly specific techs to very bloated ones, a little consistency would go a long way to stopping people making these sorts of comments.
hmm... consistency of the 'resolution' of the game IS a factor I do have to agree with you on. I say factor because the question is obviously, do we cut down on the things that seem to have 'too much' resolution or do we increase the things that 'don't have enough'?
Perhaps SOME shaving of detail could be helpful while other areas catch up but I wouldn't underestimate the power of the vision behind the core modders here. I know there's still volumes of things I want to do and I'm sure Hydro and DH can say the same. We may take breaks and go slower than some would want us to but it's a lifelong work is the realization that I'm growing into. A hobby that will persist for a very long time so needs to be paced and balanced with other things in life at times.
And it'll never be perfect.
There is, yes, at the start of the very short Mediaeval Era (it fits on just one 1920x1080 screen), but i thought that was there for a particular reason.
It was put there to allow for some development room - like what you're wanting to do. So it's a valid use.
Also... what's going on with Consciousness??? It's free floating out there. There's another one in the late Prehistoric that doesn't have a line heading to it as well so very hard to see what leads to it.
Additionally, if we change the X layer of a tech, we should change the tech cost. I strongly suggest if we're doing a tech tree audit that we also reconsider the progression of costs according to the X axis of the tech - re-chart out the cost progression entirely since it's not a smoothly increasing line of costs and Industrial and Modern are way too cheap as a result.
THIS chart should generally form the basis of unit and building costs as well - that was its intention originally of course. If we're auditing the tree it would be a good time to reconsider unit and building costs as well though the prehistoric plays out pretty well according to Hydro's 'by feel' method so this would really only begin to apply to Ancient and Beyond.
Imo, Buildings would be a little more expensive than the numbers on that chart's curve. Units would generally be a little less expensive, though would vary based on unit type. Some units would be much more expensive. Take a look at the
THIS PAGE of the Naval evaluations for some examples of how I'd suggest they be audited by 'type'. This kind of thing hasn't been done for land units yet. Would be nice if it was done because it would likely help tremendously with units being drastically too cheap in Medieval through Modern eras due to a similar crooked cost progression.
My point, above all, is that all of these things need to be considered when the tech tree is shifted around in the least bit.