Why did Firaxis programmers create research rates with technology that allowed for new units that become obsolete before you can implement strategies with new types of units??
A few units that come to mind that become obsolete too quickly with a discovery that provides for a new unit:
Frigate (Ironclad becomes available too quickly)
Pikeman (Musketman becomes available too quickly)
Musketman (Rifleman becomes available too quickly)
I have to play test this yet to see how it will work, but with the following technologies, I am going to increase their research cost for human and computer players:
Gunpowder originally at 44; changed to 54
Steam Power originally at 120; changed to 130
Nationalism originally at 100; changed to 110
Increasing the research cost by only ten points does not sound much, but I think it might be a significant enough increase, given the 10 multiplier factor for the human player, and whatever multiplier factor is set for computer players.
In addition, I have made Industrialism the required advance for the Ironclad unit. Makes since, since even late 18th century early Ironclads were invented only after the Industrial Revolution began in Great Britain.
Plus, this gives the Frigate unit a longer life of utilization.
I also have made Industrialism the required advance for the Rifleman, which gives this particular technology a powerful incentive more than ever, to research.
So I increased Industrialization's research cost from 88 to 98.
What are opinions on this? If you think there might be a flaw somewhere in this logic, let me know, as my playtesting will take a bit of time before I reach these advances to find out how game flow is affected.
thanks
A few units that come to mind that become obsolete too quickly with a discovery that provides for a new unit:
Frigate (Ironclad becomes available too quickly)
Pikeman (Musketman becomes available too quickly)
Musketman (Rifleman becomes available too quickly)
I have to play test this yet to see how it will work, but with the following technologies, I am going to increase their research cost for human and computer players:
Gunpowder originally at 44; changed to 54
Steam Power originally at 120; changed to 130
Nationalism originally at 100; changed to 110
Increasing the research cost by only ten points does not sound much, but I think it might be a significant enough increase, given the 10 multiplier factor for the human player, and whatever multiplier factor is set for computer players.
In addition, I have made Industrialism the required advance for the Ironclad unit. Makes since, since even late 18th century early Ironclads were invented only after the Industrial Revolution began in Great Britain.
Plus, this gives the Frigate unit a longer life of utilization.
I also have made Industrialism the required advance for the Rifleman, which gives this particular technology a powerful incentive more than ever, to research.
So I increased Industrialization's research cost from 88 to 98.
What are opinions on this? If you think there might be a flaw somewhere in this logic, let me know, as my playtesting will take a bit of time before I reach these advances to find out how game flow is affected.
thanks
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