Vel,
There's a very serious pitfal just waiting for you in the modern era that we stumbled across in another thread.
Basically, if you increase the cost of techs, you will dramatically alter the balance of science vs. military in the late game (although it's already pretty much broken). The problem is that if tech costs are increased, then their value relative to military units is also increased. That means that selling techs for cash will allow a huge increase in troops (there's nothing else to "buy", really), and these troops will turn the late game into a war-zone.
Note that even if you modify tech selling, it's quite possible to just ignore science and use the tax revenue to buy units (i.e. it's not the _trading_ that's the problem).
Basically, the cost of units doesn't increase at the same rate as the tax base of a growing empire. The cost of techs is then inflated to keep them from being researched too quickly, and that encourages a 'buy military and capture tech' approach.
A few solutions might be:
- reduce tax revenue by decreasing the governental bonus to trade, decreasing the base trade in various tiles, etc...
- increase the shield cost of later units (starting in late medieval)
- Increase the gold/shield cost. Perhaps as much as 16/8 without/with economics.
I agree that tech costs should be changed, but I think this is one of the most fundamentally important balances in the game, and they should be changed with utmost care. IMO, they are poorly balanced right now (too expensive, too much trade generated as compared to rush costs of military).
If you're interested we could discuss the various growth rates of a "normal" empire. I've already done some preliminary research, but it's based on a _lot_ of assumptions. This is probably such an important and difficult issue as to warrant it's own thread (balance of improvement cost vs. unit cost vs. tech cost vs. population growth vs. tax base growth vs. territory growth).
There's a very serious pitfal just waiting for you in the modern era that we stumbled across in another thread.
Basically, if you increase the cost of techs, you will dramatically alter the balance of science vs. military in the late game (although it's already pretty much broken). The problem is that if tech costs are increased, then their value relative to military units is also increased. That means that selling techs for cash will allow a huge increase in troops (there's nothing else to "buy", really), and these troops will turn the late game into a war-zone.
Note that even if you modify tech selling, it's quite possible to just ignore science and use the tax revenue to buy units (i.e. it's not the _trading_ that's the problem).
Basically, the cost of units doesn't increase at the same rate as the tax base of a growing empire. The cost of techs is then inflated to keep them from being researched too quickly, and that encourages a 'buy military and capture tech' approach.
A few solutions might be:
- reduce tax revenue by decreasing the governental bonus to trade, decreasing the base trade in various tiles, etc...
- increase the shield cost of later units (starting in late medieval)
- Increase the gold/shield cost. Perhaps as much as 16/8 without/with economics.
I agree that tech costs should be changed, but I think this is one of the most fundamentally important balances in the game, and they should be changed with utmost care. IMO, they are poorly balanced right now (too expensive, too much trade generated as compared to rush costs of military).
If you're interested we could discuss the various growth rates of a "normal" empire. I've already done some preliminary research, but it's based on a _lot_ of assumptions. This is probably such an important and difficult issue as to warrant it's own thread (balance of improvement cost vs. unit cost vs. tech cost vs. population growth vs. tax base growth vs. territory growth).
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