Dissent (not Dissident): Making the game harder to beat by toning down your strategy is the whole idea behind the proposal to put in either more expensive variants of the resource-dependent units, or by creating a weaker, non resource-dependent version of an era unit. I think these are very good ideas. Consider this:
1) Weaker or resourceless civs would have more staying power (and that could be you);
2) This would strengthen Builder approaches: You would have the _option_ (always a good thing) to not engage in the resource competition, settling for fewer or slightly weaker units (a defensive posture). Which would also eliminate the tiresome (because, inevitable, predictable) chore of pouring rush money to build culture improvements into otherwise useless corruption maxxed out cities, just to control far away resources
Pyrodrew: Yes, oasies and bananas - why did they take these out?
Stockmarkets/Supermarkets/Refridgeration/Superhighways, on the other hand, tended to be "super" unbalancing, as the AI doesn't build them all. This is a problem generic to many late game improvements, which might explain the relative barreness of the later tech tree (hint, hint).
1) Weaker or resourceless civs would have more staying power (and that could be you);
2) This would strengthen Builder approaches: You would have the _option_ (always a good thing) to not engage in the resource competition, settling for fewer or slightly weaker units (a defensive posture). Which would also eliminate the tiresome (because, inevitable, predictable) chore of pouring rush money to build culture improvements into otherwise useless corruption maxxed out cities, just to control far away resources
Pyrodrew: Yes, oasies and bananas - why did they take these out?
Stockmarkets/Supermarkets/Refridgeration/Superhighways, on the other hand, tended to be "super" unbalancing, as the AI doesn't build them all. This is a problem generic to many late game improvements, which might explain the relative barreness of the later tech tree (hint, hint).
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