OK, so I was wondering if anyone has a full list of which techs are best not touched-I know some, like industrialization or the Automobile lead to graphic changes-refrigeration, railroads, and the government techs should mostly be left alone-just trying to figure out how many techs I have to play with.
Now to the idea, and I am wondering if it has been tried and what experiences have people had.
I a mulling a WW1 Europe scenerio (for a long time) and I have the idea of negative techs-especifically War Weariness and Revolution.
For example these techs would come either at a specific turns, or through the loss of certain cities. The point of these techs would be to make certain wonders and or buildings obselete - so at a certain point, bam, all these hapiness creating buildings no longer work-and them bam, corruption fighitng buildings fail, and then even bigger hit, your financial institutions begin to fail...
The point, of course, is to have the player deal with a state coming under exhaustion from the war- unhappiness growing, the treasury under attack.
I am hoping to have war weariness 1, 2, 3 and then the grand daddy, revolution.
Now to the idea, and I am wondering if it has been tried and what experiences have people had.
I a mulling a WW1 Europe scenerio (for a long time) and I have the idea of negative techs-especifically War Weariness and Revolution.
For example these techs would come either at a specific turns, or through the loss of certain cities. The point of these techs would be to make certain wonders and or buildings obselete - so at a certain point, bam, all these hapiness creating buildings no longer work-and them bam, corruption fighitng buildings fail, and then even bigger hit, your financial institutions begin to fail...
The point, of course, is to have the player deal with a state coming under exhaustion from the war- unhappiness growing, the treasury under attack.
I am hoping to have war weariness 1, 2, 3 and then the grand daddy, revolution.
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