Having just clicked off the big ole tech list of Faboba's, I have come to the following conclusion:
The new techs suck.
I had high hopes for tech refinements - hoping that much like units, technology and their results would have, say, three levels of knowledge. Or that there would be a slightly longer list of them, to avoid unit avalanche or tech avalanche.
An example would be, say, Motorized Transportation (Mobile Warfare). I had hoped that it could be researched in three levels, as could other techs. The first level would have benefit A, second benefit B, and the third benefit C.
So, for Mobile Warfare:
Level 1 - Allows basic unit construction - armor (8/5/3)
Level 2 - Allows research of subsequent technologies (i.e. combined arms) - improves unit to (9/5/3)
Level 3 - Allows advanced unit construction (10/6/3 - 1 FP)
That's a military tech, let look at Masonry:
Level 1 - Allows construction of Palace and City Walls
Level 2 - Allows research of subsequent technologies (i.e. Construction)
Level 3 - Allows wonder construction (Great Wall, Pyramids)
Note that not every tech need have 3 levels, i.e. Sanitation doesn't need it. But it would add much more spice and variety to the game. As it is now, we have some real weak additions to the tech tree (free artistry? please...). But by stratifying the tech tree, you can create a very much enchanced research tree without having to make up bogus techs (music theory? What sissy festival came up with these new techs?)
And while we need to experience gameplay to tell, does anything indicate that unit avalanche will not occur? I mean how many people here built more than a couple Crusaders/Dragoons/Cavalry as the unit avalance to Mobile Warfare occurred? And will the late game tech avalanche be stemmed? I actually hate getting a tech every turn - it's boring. And yes, I'm playing on Deity level...
So - is it just me, or did the tech tree get kinda short shrift?
Venger
The new techs suck.
I had high hopes for tech refinements - hoping that much like units, technology and their results would have, say, three levels of knowledge. Or that there would be a slightly longer list of them, to avoid unit avalanche or tech avalanche.
An example would be, say, Motorized Transportation (Mobile Warfare). I had hoped that it could be researched in three levels, as could other techs. The first level would have benefit A, second benefit B, and the third benefit C.
So, for Mobile Warfare:
Level 1 - Allows basic unit construction - armor (8/5/3)
Level 2 - Allows research of subsequent technologies (i.e. combined arms) - improves unit to (9/5/3)
Level 3 - Allows advanced unit construction (10/6/3 - 1 FP)
That's a military tech, let look at Masonry:
Level 1 - Allows construction of Palace and City Walls
Level 2 - Allows research of subsequent technologies (i.e. Construction)
Level 3 - Allows wonder construction (Great Wall, Pyramids)
Note that not every tech need have 3 levels, i.e. Sanitation doesn't need it. But it would add much more spice and variety to the game. As it is now, we have some real weak additions to the tech tree (free artistry? please...). But by stratifying the tech tree, you can create a very much enchanced research tree without having to make up bogus techs (music theory? What sissy festival came up with these new techs?)
And while we need to experience gameplay to tell, does anything indicate that unit avalanche will not occur? I mean how many people here built more than a couple Crusaders/Dragoons/Cavalry as the unit avalance to Mobile Warfare occurred? And will the late game tech avalanche be stemmed? I actually hate getting a tech every turn - it's boring. And yes, I'm playing on Deity level...
So - is it just me, or did the tech tree get kinda short shrift?
Venger
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