This matches some of the ideas in the summary, but I'd like to throw some support behind the idea of technologies which don't just allow you to build things. I'd like to see a better variety of advances which, having been learned, give immediate benefits.
Examples of this in past Civ games include Navigation (in Civ2, your Trireme units have less chance of sinking if they end a turn away from shore), Nuclear Power (sea units get 1 extra movement point), Mysticism (doubles the effect of temples), and so on.
I'd like to see this expanded. The first one that comes to mind is Mass Production -- this should boost the effect of factories. Nuclear Power should not give extra movement points to Triremes, but it could (continue to) give a boost to Submarines and other high-tech sea units. Someone just suggested that Nationalism should give a small happiness boost -- good idea, but it might vary with one's government type. Crop rotation and certain other techs should give a bonus to food production -- you shouldn't have to go build "rotating farm" tile improvements or something equally silly; the farmers will just farm more efficiently.
(CTP takes this to an extreme, and lets you build Lawyer units which can actually be killed in battle. If you want to engage in economic warfare, that's great, but not by *building* and sending Lawyer *units* into enemy territory -- it should be done from a central menu, perhaps spending money and diverting resources into an economic warfare system.... So along with the tech of Economics (or equiv.) you'd get the ability to wage economic war, but this wouldn't mean building some silly unit.)
Automobiles should increase happiness. (They should do a lot of things, actually -- the introduction of the automobile triggered some of the biggest social changes of this century. But this implies that you can actually build the things, which ties back to the notion of acquiring techs well beyond one's current level of development....)
There should also be more of an obsolescence effect as well -- the other side of this coin. There's already a precedent for this, too -- Communism decreases the effect of Cathedrals in Civ2, and the Automobile increases pollution. Again, I'd like to see this expanded. Rationalism (call it what you like -- the Enlightenment, Secularization, etc.) should decrease the effect of religious institutions, before Communism does, but should increase research speed and lead (eventually) to non-religious means of happiness. Reliable Contraception (a good and useful tech, I agree -- unreliable alternatives have existed for thousands of years...) should decrease your growth rate (but increase productivity and happiness).
Anyway, I could come up with more examples, given more time, but the overriding point is that I don't think that technologies should be defined by what they let you build.
Examples of this in past Civ games include Navigation (in Civ2, your Trireme units have less chance of sinking if they end a turn away from shore), Nuclear Power (sea units get 1 extra movement point), Mysticism (doubles the effect of temples), and so on.
I'd like to see this expanded. The first one that comes to mind is Mass Production -- this should boost the effect of factories. Nuclear Power should not give extra movement points to Triremes, but it could (continue to) give a boost to Submarines and other high-tech sea units. Someone just suggested that Nationalism should give a small happiness boost -- good idea, but it might vary with one's government type. Crop rotation and certain other techs should give a bonus to food production -- you shouldn't have to go build "rotating farm" tile improvements or something equally silly; the farmers will just farm more efficiently.
(CTP takes this to an extreme, and lets you build Lawyer units which can actually be killed in battle. If you want to engage in economic warfare, that's great, but not by *building* and sending Lawyer *units* into enemy territory -- it should be done from a central menu, perhaps spending money and diverting resources into an economic warfare system.... So along with the tech of Economics (or equiv.) you'd get the ability to wage economic war, but this wouldn't mean building some silly unit.)
Automobiles should increase happiness. (They should do a lot of things, actually -- the introduction of the automobile triggered some of the biggest social changes of this century. But this implies that you can actually build the things, which ties back to the notion of acquiring techs well beyond one's current level of development....)
There should also be more of an obsolescence effect as well -- the other side of this coin. There's already a precedent for this, too -- Communism decreases the effect of Cathedrals in Civ2, and the Automobile increases pollution. Again, I'd like to see this expanded. Rationalism (call it what you like -- the Enlightenment, Secularization, etc.) should decrease the effect of religious institutions, before Communism does, but should increase research speed and lead (eventually) to non-religious means of happiness. Reliable Contraception (a good and useful tech, I agree -- unreliable alternatives have existed for thousands of years...) should decrease your growth rate (but increase productivity and happiness).
Anyway, I could come up with more examples, given more time, but the overriding point is that I don't think that technologies should be defined by what they let you build.
Comment