Tech Tree Revisions

...So this is what I'd like to do:
  • Move Casino to Psychology (about the right time period for casinos to start appearing)
  • Move Las Vegas Strip to Tourism (Las Vegas has gambling in the Industrial Era, but the Strip doesn't become significant until the 1960's, with the Welcome to Las Vegas sign in 1959 and the first mega-casino in 1969, so Tourism is perfect).
  • Then delete the Legalized Gambling tech.

Let me know if this sounds ok.

Sounds good to me.
 
I agree about Legalized Gambling, it's not that necessary as a tech.
 
I'm fine with that idea. :)
 
This seems like a good idea - and it got me thinking. Maybe we could do some sort of civic-style modifier with legalized gambling/illegal gambling, prohibition/legal alcohol, legal drugs/war on drugs and so on? I'm not sure if it is a good or bad idea and how easy would it be to balance, but I like playing with civics, and I could happily use some more. :) (And I'm eager to see the civics revision thread, for that matter!)
 
This seems like a good idea - and it got me thinking. Maybe we could do some sort of civic-style modifier with legalized gambling/illegal gambling, prohibition/legal alcohol, legal drugs/war on drugs and so on? I'm not sure if it is a good or bad idea and how easy would it be to balance, but I like playing with civics, and I could happily use some more. :) (And I'm eager to see the civics revision thread, for that matter!)

This has more to do with your nations legal code than civics. I know there have been suggestions to add a legal system through laws but I'm not aware of any actual progresss past the idea stage.
 
This has more to do with your nations legal code than civics. I know there have been suggestions to add a legal system through laws but I'm not aware of any actual progresss past the idea stage.

I agree and to tell the truth I'm not sure we need another civics class.
 
45°38'N-13°47'E;13186622 said:
I agree and to tell the truth I'm not sure we need another civics class.

I agree. I'd like to add a few more options to the categories we already have, but I don't see very much need for any other categories.
 
I have been having some second thoughts about the placement of the Biology tech. It's such a broad concept that it can fit in a lot of places. In regular BTS, Biology is an Industrial tech. We currently have it in the Renaissance, but I think it would be better off moved back to the Industrial.

The main reason for moving this is that the important content attached to Biology is Industrial Era. Besides the fairly generic build Farms without Irrigation and Farms +1:food:, we have the National Park, of which the first was Yellowstone which was established in 1872, and the Theory of Evolution which dates to 1859 and the publication of Origin of Species. There are other central concepts of biology, like cell theory, that only make sense if the technology is Industrial Era.

This is exactly what I would be doing if we made this change:
  • Move Biology to X29 Y1 (right next to Organic Chemistry)
  • Change Biology's prerequisites to Organic Chemistry
  • Increase Biology's cost to 3800
  • Add Chemistry to the prerequisites for Steam Power
 
I have been having some second thoughts about the placement of the Biology tech. It's such a broad concept that it can fit in a lot of places. In regular BTS, Biology is an Industrial tech. We currently have it in the Renaissance, but I think it would be better off moved back to the Industrial.

The main reason for moving this is that the important content attached to Biology is Industrial Era. Besides the fairly generic build Farms without Irrigation and Farms +1:food:, we have the National Park, of which the first was Yellowstone which was established in 1872, and the Theory of Evolution which dates to 1859 and the publication of Origin of Species. There are other central concepts of biology, like cell theory, that only make sense if the technology is Industrial Era.

This is exactly what I would be doing if we made this change:
  • Move Biology to X29 Y1 (right next to Organic Chemistry)
  • Change Biology's prerequisites to Organic Chemistry
  • Increase Biology's cost to 3800
  • Add Chemistry to the prerequisites for Steam Power

Sounds good to me :)
 
I have played the endgame four times in the last month. Just now finishing #4. The transhuman era is almost a joke. Now it is so simple to win. Try this;
as soon as you get auto weapons, beeline to robotics
from robotics, beeline to wireless electricity.
from wireless electricity (HaHa IF there is anyone left) beeline to nanobotics.
From nanobotics (Man they must be real tough) beeline to advanced shielding.

I present this spoiler in hopes that someone will rearrange the tech tree to make wireless electricity harder to acquire. that walker is the upgrade for your infantry and grenadiers! You instantly have an incredible army of invincible troops that carry all previous promotions! Now I put aside all my 5th and 6th level troops for the time when I acquire Robotics, allow them to upgrade, continue to rest them until wireless electricity then Wham! game over!
If I have a tough opponent then I can get them with a nanite swarm (or 5).
If they survive that then it's time to hide under the dome, But they never live that long. HaHa.
 
45°38'N-13°47'E;13211772 said:
Transhuman era needs some work also because there are too many gold, science and culture bonus in my view. Anyway if you find it too easy you could just try a harder level. :)

"Too Easy" is always dependent on the Difficulty Level and how often the World Builder is abused :)
Oh yeah, and you're starting position!

I often play on Noble now and am starting to work my way onto Prince, and I've found the most difficult part of the game is the Pre-Industrial. If I can make it to the Industrial, then I start to steamroll over everything - except for that one (or two) AI that managed to overrun their starting continent and are challenging me for power and tech. THEN things start to get exciting again. But usually, on Noble and lower the game is essentially won before the Modern Era is even within sight. Has been in my experience anyway.

It's why I've been moving up a bit lately, and in a few cases starting on Classical instead of Ancient. To keep the game exciting longer :king:
 
I always play at deity level after the first hundred turns.
The reason I start the game at a lower level is because of the 0$ starting money. The game is too far boring starting at ancient, epic speed having to suffer two or three hundred turns just to finally get a scout and worker not to mention the handicap of "millions" of turns for any tech at that level.HaHa
 
I believe Afforess, along time ago, designed the early game to be dreadfully slow and boring, very austere and simplistic. The reason why, impo, is so that you would get to the later game and still have some opponents left. Too make sure that the late game is where you will end up with your victory or defeat. (He can correct me if I'm wrong.)

JosEPh
 
Yes, that sounds reasonable to me. I have resorted to cheating with WB to give myself some seed money to get a scout and worker so I can loot any goodie huts before they become occupied.
Now I am about to start a new game and I am trying to figure out how to "minimize" my need to cheat. I will start at settler for a hundred turns then Deity for the rest of the game. But that does not give me any money and at eternity speed I have to sit with an empty city for a Looooooonnnnng time. Same goes with cheating a scout and worker at the start, they go away almost immediately with no money. My usual solution is the easy money via WB.( It kinda sours the whole game, if you know what I mean)
 
Yes, that sounds reasonable to me. I have resorted to cheating with WB to give myself some seed money to get a scout and worker so I can loot any goodie huts before they become occupied.
Now I am about to start a new game and I am trying to figure out how to "minimize" my need to cheat. I will start at settler for a hundred turns then Deity for the rest of the game. But that does not give me any money and at eternity speed I have to sit with an empty city for a Looooooonnnnng time. Same goes with cheating a scout and worker at the start, they go away almost immediately with no money. My usual solution is the easy money via WB.( It kinda sours the whole game, if you know what I mean)

Probably should have responded to this post instead of your other one in the other thread, but AND's not balanced for the slower speeds yet, and definitely not for Eternity speed. C2C's focusing on the painfully slow gamespeeds and even removed the two faster ones, while AND's got Quick and Blitz nailed down to near-perfection.

Anything slower than Normal is going to be more or less broken in multiple ways. The slower the speed, the more unbalanced it gets. Transhuman may work just fine in Blitz, but end up being - as you said - a total joke in Snail or Eternity. What works for one speed likely won't work for another.



Speaking of which, I'm still waiting for the next balancing test-games :P
Was going to be Quick-Large-Noble, but I'm curious if we can skip to Normal-Large-Noble? :)
 
Oh yea but I wanted to describe how I have been playing the 4 test games that I just completed. And my thoughts on my next game which will be my all out big fun game.
It does not bother me that the levels are not balanced yet. There is a ton of work that can be done, I am happy to let these fine modders work their magic at their own speed. My concern revolves around replayability and STABILITY.
 
I played a game through last night and noticed how bad the tech tree looks, visually. The "Insurance" tech wasn't even selectable, ghosted out and appeared to be placed in invalid spot. Many many techs have prerequisite lines running underneath the color boxes for other techs. I know once upon a time Zappara designed the tech tree to be visually appealing. Now it looks like a rats nest.

I don't have tons of free time these days, but a project to reorganize the tech tree visually seems nessecary. When I say project.... I mean project. Moving techs around to get lines to look good is a major pain.

I wonder if it's possible to have code generate the best x and y tech positions rather than rely on manual placement. Long term that might be more reliable.
 
Back
Top Bottom