How about keeping Thermodynamics as a Project? Builder civ would receive someThermodynamics: I believe that "pure science" techs are some of the most difficult techs to find tricks for. Chemistry-related and biology-related techs do better, but mathematics and physics techs have it very difficult. Thermodynamics has to rely on two National Wonders to get to the two-trick threshold.
- Tricks: Ironworks goes to Steel. Cement Mill goes to Assembly Line. There are no Cement-required buildings available yet, but Cement is also supposed to serve as a substitute for Stone when building a Paved Road.
@ 45 Ha Ha Ha (stuttered laughter), as long as your not a white lab mouse.
This needs some 'deep thought'
How about keeping Thermodynamics as a Project? Builder civ would receive somebonus and allows IW and CM for everyone (with the respective techs of
cource)
Could Modern Seismology just be renamed to Seismology? Would that be adequate enough?
How is it going with techs cuts? Do you already have any idea about transhuman era? Should we go down to 40-45 techs there too?I still want to cut 4 techs (and add Synthetic Fibers) to get the Modern Era to 40 techs. I know 40 is arbitrary, but it gives a nice round feel and stays constant with the Industrial.
There are actually 10 techs that I don't think we need that much and are potential cuts.
- Biological Warfare: I think this is a nebulous concept. It would be better if we had more definition to combat and different effects, but that introduces whole new layers of complexity that I don't want to get into. Biological Warfare Lab could be folded into Antibiotics.
- Modern Seismology: I don't like the name "Modern" on anything. It is not at the top of the cut list. It is good for modern geology and plate tectonics. If this tech had a better name, I would like it much more.
- Tourism: Very broad concept, too broad to pin to a specific tech. Serves as a "black hole" for tricks. The tricks Tourism does have could be easily divided up and shared to boost other techs.
- Supersonic Flight: I think we have a little too much emphasis on flight. In the Modern Era, we have Aerodynamics, Jet Propulsion, Supersonic Flight, and Rocketry before we get into space travel.
- Aquaculture: Narrow tech. I'm also not sure if this is a good place for it.
- Hydroponics: Narrow tech, even more so than Aquaculture. I would love to combine these two.
- Recycling: Very narrow tech. Carhenge is cute but not much more than that.
- Space Stations: Another narrow tech. Maybe this should be "Space Exploration" instead?
- Virtual Reality: "Not ready for prime time." I don't think Virtual Reality has enough practical applications to be a Modern Era tech. Virtual Reality gives the Combat Simulator and Flight Simulator and the E-Bank. E-Bank could sit at Networking or Knowledge Management and the other two could be moved elsewhere. The Simulators' purpose is to be the next step up in Modern Era military training.
- Unmanned Air Vehicles: I'd like to combine this with Automated Traffic. I want to cut the Global Hawk and I'd also like to cut the Drone Bombers. We have too many air units in the Modern Era compared to the other two eras that have air units.
The four that I am looking to cut are Tourism, Unmanned Air Vehicles, Recycling, and a fourth that I haven't completely decided on. Most likely Virtual Reality. I would really like a tech that could encompass both Hydroponics and Aquaculture and fold those together.
45°38'N-13°47'E;14303377 said:How is it going with techs cuts? Do you already have any idea about transhuman era? Should we go down to 40-45 techs there too?
I ask because I'm running some test and with proposed changes industrial is running well, but modern and transhuman are probably too quick. I don't mind about Transhuman too much, but modern should be rebalanced too and I can do it after we're finished with techs cutting.
There's no sense in using Future Era: it's meant to only have one recursive tech. The problem is that more techs mean faster research time which in turn gives more advantage to the tech leader. That's something we don't want to happen, especially by the end of the game. Also, we should avoid huge drops in tech costs if possible when changing eras, like it's currently happening. I don't see any other way to do it. Except maybe changing some tech cost increase: currently techs costs increase for each column; we could make techs costs increase every two columns and that could help. Science output isn't constantly growing through the game while tech cost probably is (I haven't checked but I'm sure Vokarya knows). This is why I think the total science needed per era shouldn't increase constantly but should probably slow down somewhere in modern era. I can adjust this with tech modifiers per era, but to avoid techs costs drop it would probably be good to flat out techs costs a bit from industrial onwards.About TH era:
I'd rather don't like to see it cut down. Maybe pushing some techs to Future era, if it's needed.
45°38'N-13°47'E;14303377 said:How is it going with techs cuts? Do you already have any idea about transhuman era? Should we go down to 40-45 techs there too?
I ask because I'm running some test and with proposed changes industrial is running well, but modern and transhuman are probably too quick. I don't mind about Transhuman too much, but modern should be rebalanced too and I can do it after we're finished with techs cutting.
Once Vokarya is done with tech cutting I can balance everything when I get back by the end of the month.45 Degrees and Vokayra:
When do we get to try out this new streamlined tech tree? I'd like to start a new game and give it a shot.
Snoop
45 Degrees and Vokayra:
When do we get to try out this new streamlined tech tree? I'd like to start a new game and give it a shot.
Snoop
Vokarya, what do you think about this proposal? Once we're done with techs cutting, we might want to revise techs costs increase between columns from industrial onwards. I have some good reasons for this proposal: first, I think science output is increasing faster up to renaissance because you're still expanding. After that era, most of the map is taken so assuming you'll keep expanding is at least flawed. Of course you can still expand, but you'll have to conquer other civs and keeping a big cost increase between columns (bigger than previous era, at least), can only give an advantage to bigger civs, which is not what we want in terms of balance. Second thing, if we want techs costs to always increase as the game is developing through eras and if we want that at least some civs can discover every tech by the end of the game, the only way to do it is decreasing tech costs by reducing the gap between columns. I've seen more or less that each industrial column has a distance of 200 in terms of cost, 250 for modern and at least 1000 for transhuman. I think we should reduce that to 100, 150 and 500 and then play with techcostmodifier until we reach a good balance.45°38'N-13°47'E;14303499 said:Or, if I recall correctly, base cost increases by 100 for every column, we could make it 50 for every column from industrial onwards.