Test Game as the Druchii

Ok, I finished the tech tree in 1560.

What game turn is that? What difficulty level was this?

I find playing at Immortal that unit upkeep costs and such are high enough that the AI tends to be consistently ahead of me in tech, and that it takes hundreds of turns to get most of the tech.

I'm indifferent as to a future tech or not. I'd rather call it "future tech" than something magical though.

A better idea might be to create some super-expensive tech for each faction that does something nifty. Chaos civs will get the End Times which will let them win the game. Maybe Greenskins could get a tech that provides a +50% military production bonus. Dwarves could get something that gives +30% hammers in all cities.
Ideas for other factions?

This is not a high mod priority though.
 
What game turn is that? What difficulty level was this?

I find playing at Immortal that unit upkeep costs and such are high enough that the AI tends to be consistently ahead of me in tech, and that it takes hundreds of turns to get most of the tech.

I'm indifferent as to a future tech or not. I'd rather call it "future tech" than something magical though.

A better idea might be to create some super-expensive tech for each faction that does something nifty. Chaos civs will get the End Times which will let them win the game. Maybe Greenskins could get a tech that provides a +50% military production bonus. Dwarves could get something that gives +30% hammers in all cities.
Ideas for other factions?

This is not a high mod priority though.

It was a normal speed game - I don't know what turn that makes it offhand.

I've been testing at Noble to make it easy, but I normally play at monarch/emperor and bet I could exhaust the tech tree at those speeds as well.

The game can't be balanced around immortal - most people don't play that high. And while high research cost techs will delay exhausting the tech tree, you should never run out of things to research. A 'future tech' option makes sure there is always something to research, and thus is good for the game. (I don't see what this has to do with mod priorities - all it requires is re-implementing something the original game already had).
 
The game can't be balanced around immortal - most people don't play that high.

Agreed. Still, this is better than it used to be, we recently increased many of the tech costs of key techs.

Take a look at my tech tree suggestions, that'll add another few techs to help slow things down a little.
http://forums.civfanatics.com/showthread.php?t=293834

I think we should try to finalise the tech tree before deciding on tech costs and such.

(I don't see what this has to do with mod priorities - all it requires is re-implementing something the original game already had).

I meant that adding new expensive techs that do different things for each faction is a low mod priority. Future tech would be pretty straightforward.
 
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