Chandrasekhar
Determined
I know I've pressed for this before, and Kael pretty much said that it's tough to fix, and I accept that explanation, but it should still be addressed. Take a look here and here. There are some noticeable differences between FfH's tech tree and that of vanilla Civ.
Vanilla Civ's late game techs have the following:
-Some powerful units
-A free specialist
-An apocalyptic project (and its counter)
-Several economic buildings
-Some economic wonders
-World map revelation
-A global bonus
-A builder victory condition
-The UN
FfH's late game tech tree has only these features:
-Many, many awesome and powerful units (lots of 'em, and did I say they're awesome? And powerful? Good.)
-World map revelation
-Avatars
D)
-Several apocalyptic and beneficial rituals
Notably absent from FfH's late game tech tree are these:
-Free specialist (not that important, but might be nice)
-Economic buildings/wonders
-A victory condition
I'd like to set up a little brainstorming session here to see how to fill these holes. As things stand, late game techs are more or less useless for a peaceful Civ, contrasted with the quite useful mid and early game techs.
Designing a victory condition might be jumping the gun a bit here, so I'd prefer to (which in no way requires you to) focus on some sort of economic advantages. Let's think up some buildings (like broadcast tower, factory, etc.) and wonders (Three Gorges Dam, the UN) to start off. Also, techs that give global bonuses (like Genetics' +3 health) and improve improvements (like increasing workshop/windmill/mine output) are good as well.
Ideally, I'd like to see whatever bonuses and techs we come up with merged into existing techs and bonuses, so that we don't have some techs that give war chariots and the Mithril Golem and other techs that give +1
to workshops and a global +2 happy. After all, the tech tree is supposed to converge at the end, so maybe there will be techs where military and economic bonuses reunite.
But that's later. For now, let's brainstorm benefits, both those based off the ones in vanilla Civ and any completely unrelated ideas you all get.
Vanilla Civ's late game techs have the following:
-Some powerful units
-A free specialist
-An apocalyptic project (and its counter)
-Several economic buildings
-Some economic wonders
-World map revelation
-A global bonus
-A builder victory condition
-The UN
FfH's late game tech tree has only these features:
-Many, many awesome and powerful units (lots of 'em, and did I say they're awesome? And powerful? Good.)
-World map revelation
-Avatars

-Several apocalyptic and beneficial rituals
Notably absent from FfH's late game tech tree are these:
-Free specialist (not that important, but might be nice)
-Economic buildings/wonders
-A victory condition
I'd like to set up a little brainstorming session here to see how to fill these holes. As things stand, late game techs are more or less useless for a peaceful Civ, contrasted with the quite useful mid and early game techs.
Designing a victory condition might be jumping the gun a bit here, so I'd prefer to (which in no way requires you to) focus on some sort of economic advantages. Let's think up some buildings (like broadcast tower, factory, etc.) and wonders (Three Gorges Dam, the UN) to start off. Also, techs that give global bonuses (like Genetics' +3 health) and improve improvements (like increasing workshop/windmill/mine output) are good as well.
Ideally, I'd like to see whatever bonuses and techs we come up with merged into existing techs and bonuses, so that we don't have some techs that give war chariots and the Mithril Golem and other techs that give +1

But that's later. For now, let's brainstorm benefits, both those based off the ones in vanilla Civ and any completely unrelated ideas you all get.