Hi y'all,
One of the strategies I almost always end up doing after reaching the Future Techs is to switch to Fundamentalism and turn off all scientific advancements (and sell libraries, universities, etc.). Why bother when no new units/buildings can be invented. The meager points you get for the future techs just weren't enough to encourage scientific pursuit.
I'd like for Firaxis to make some techs that are IMPOSSIBLE to attain (at least within the 500 or so turns within a scoreing game). Why? Because then the challenge is there and there is a continuing purpose for scientific research. Otherwise, your high trade governments become somewhat worthless IMOHO (except, of course, the immunity to bribery). Besides, you know very well that someone is bound to play well enough to achieve these techs. So make a few end-game, IMPOSSIBLE-to-attain techs (with an occasional cool unit like the Death Star unit or something).
One of the strategies I almost always end up doing after reaching the Future Techs is to switch to Fundamentalism and turn off all scientific advancements (and sell libraries, universities, etc.). Why bother when no new units/buildings can be invented. The meager points you get for the future techs just weren't enough to encourage scientific pursuit.
I'd like for Firaxis to make some techs that are IMPOSSIBLE to attain (at least within the 500 or so turns within a scoreing game). Why? Because then the challenge is there and there is a continuing purpose for scientific research. Otherwise, your high trade governments become somewhat worthless IMOHO (except, of course, the immunity to bribery). Besides, you know very well that someone is bound to play well enough to achieve these techs. So make a few end-game, IMPOSSIBLE-to-attain techs (with an occasional cool unit like the Death Star unit or something).
Comment