@raxo2222 I don't recall on discord where we were just discussing some of this but something occurred to me here - with the non-compiling building system combined with tech prerequisites being maintained, we haven't introduced a problem where when you get more education than the cap of the education range for a particular level, that the whole modifying education building doesn't just vanish to be replaced by nothing past that point since that building requires a tech you aren't up to yet do we?
@JosEPh_II It's been a while since I played last so you might be right that it's a bit too challenging to keep edu high at the moment. It was also possible that we had it way too easy - I mean I recall not having to have any units at all for that purpose last I played and if you did it would've been a waste. I'd have to see where we are now and do want to get into a playtest soon but I'll be moving on the 13th and after so it'll be a bit yet. We have successfully bagged our first home and should be signing closing docs at title on tuesday
. I would probably like to have a little more challenge in education so as to be able to make the unit benefits a bit stronger in response than to have a glut ton of buildings giving education like it's candy on halloween to be collected to the point that education is ridiculously easy to maintain. It's also supposed to be strategically possible, even somewhat desirable, to at times WANT and be capable of achieving, low education. Part of my unit plans should allow the player more ability to grow AND shrink education levels for strategic reasons - but that's probably more of a late game/modern era factor.
In regards to imin values being too close.. yeah maybe but it should be an equation based expansion so at some point, it may make sense to adjust the equation we began with here. I think when education units are actually designed past medieval era, yes some more truly huge numbers in late game are probably going to matter but at the moment no, I'm sure they do seem silly as it is. I was kinda thinking the outerlimits would be nearly impossible and that's maybe fine? Anyhow, late game stuff is not really going to be easily balanced without proper unit progressions and then taking some measurements after those are included and seeing if we want to change the contribution values of units and buildings or the chart itself. At this stage of design, imbalance is to be expected since there are entire missing pieces of the framing here.
And I will turn 70 next month.
Holy hell dude! Thanks for sticking with us for so many of these years! I so wish I was in my retirement years so I had so much more for this project! And I have numerous other irons ready to go into the fire as it stands, but I swear I'm not going to let this whole thing fall off my radar even if I have to work it slower than ever. I just hope you'll be like Betty here and be able to spend another (almost) 30 with us.
I know you've pointed to some other costing issues as well - keep in mind that we need room for some trait modifiers to matter and it can make for some civic modifiers to matter more as well. When you talk of costs of improvements, are you speaking of gold or production time?
We may well finally be at a point where we need to start increasing player gold income? If its challenging that's refreshing because it gives us room to keep some tension there and make prioritizing for gold make a strategic choice that can matter. This is what we've been looking for right? Obviously there IS a point where it's too hard. The design in this game often feels like we're all chasing a tail that is linked to every other tail we're all chasing and our solutions just keep creating problems elsewhere leading us to the neverending search for the golden solution that doesn't introduce as many issues as it solves or more. Anyhow, we're all trying I think.
I don't mean all this to feel angled towards you - sometimes I just find you're someone I like to speak openly to more than some because of your direct criticisms inviting depth of consideration.