I was doing a little analysis on some techs. Some techs don't really feel appealing.
Here is how I used Vokarya's trick count principle:
- any feature available for all civs (building, unit, improvement, etc) is 1 trick
- any civic building, religious wonder, great person or free tech for the first only is 0.5 trick
- tech obsoleting a regular building is -1 trick
- tech obsoleting a wonder is 0 or -1 trick, depending on whether the civ has it or not
So there a some techs I find very "light":
Music:
(0.5) Sagas
(0.5) G.Artist
(1) Culture
that's a total of 2 tricks
Algebra:
(0.5) settle cities on peaks (cool feature but has little impact on the game, so I weighed it only a half trick)
(0.5) Mosque of Djenné (requires desert in city vicinity, so it's not available for only, worth only a half trick)
that's a total of 1 trick worth
Relativity:
(1) Einstein's Lab
(0/-1) obsoletes Dosan Seowon
(-0.5) obsoloetes Civil Servant's School (Bureaucracy)
(1) Uranium
that's a total of 1.5 tricks, but if you have built DS and lose it, than it's only 0.5
Superconductors:
(0.5) G.Scientis
(1) Maglev
that's a total of 1.5 tricks
So these are the problems. Now comes the suggestion for a solution. There is a feature not much used in the mod: tech changing building commerce. We could use that on these techs:
Music could give
Theater and/or
temples +1
Algebra could give
School of Scribes +1
Relativity could give
University +1
Superconductors could give
Railway Station +1
