The current design philosophy of the development teams seems to be, punish. Apply penalties at every step of the way and clutter the screen with lots of red text to emphasize the penalty which in effect gives the players the impression they are playing the game wrong.
We now have a system where you are under a penalty before the timer starts. All empires start with an edict penalty.
I understand the main issue at hand that has been expressed over and over, tech rushing is bad. There are a multitude of reasons why its bad. From the AI not being able compete by this method to it becoming the default method of play for many players. It came to be because of a major error in the design of the system. The penalty could be toggled on and off as needed by the player because it was applied to the cost of purchasing the item instead of applied as a tax to the production of the currency needed to buy the item.
Example, with obviously fake numbers.
Researcher produces 6 points per turn. Tech cost 600. You are over cap so the cost becomes 720. You can be back at cap for four jobs but you don't need them to be staffed until you have accrued 600 points. So when you see you have 600/720 you just turn on those jobs, click purchase, and then turn off those jobs.
If instead the tech always cost 600 and the game reduced how much of that research you received by even one point per turn suddenly you need twenty more turns if you did not employ the job to keep yourself below the cap. there would be no gaming the system, the penalty is applied to the generation of the resource needed to buy the tech, tradition, edict, or etc.
However... we can remove penalties and red text altogether
But wait, this does not solve the tech rush nor would it solve a unity rush either. However those can be treated to the concept of diminishing returns.
Example, again with obviously fake numbers.
Two researcher produced 20 points per turn. Tech cost 2000. So 100 turns before modifiers. Logically 100 researchers means you get those 2000 point techs in one turn; ludicrous example, stay with me. So what is done is that your maximum tech level per category and average tech level across all three determines how much research can be applied before each additional point applied to the current research item increases and quickly.
Now using the funny numbers above. That technology will take over eight years to research. Player is just starting the game so they are tech level one with an average level of one. How fast is too fast? Lets set a threshold of 24 months for equal technology. This gives us a limit of 83.3 applied per turn to this tech. So eight researchers will suffice or you could get the equivalent with research stations. If you had ten researchers you would generate 100 points but they would not all apply. This is where the decision of how fast the returns fall off occurs. Lets go severe, take your limit and divided it by four. Each of those first 21 points would be double cost, the next 21 four times, and so on.
Now there light at the end of the tunnel. Your scientist applies his bonus to the maximum permitted value you can spend before penalty and stored research is applied without penalty. Its only points you create and spend that are subject to returns. so apply all your points, say you paid 83 and another 17 at 34 cost for 100. Your scientist applies his bonus to the 83 and stored research value added together but not the excess you paid in.
I know, but how does this help people who just want to play tall. Tall will never beat out a wide player when it comes to gathering resources but game play changes centered around diminishing returns can bring generated resources to a more even level. Currently we need research for techs and unity for traditions; depending on version you may need it for edicts. If we apply diminishing returns to the production of both resources a tall empire will likely have the building slots to maintain parity except against the largest of empires. Eventually an expanding empire will outstrip a tall empire, the numbers just have to pile up.
Hope you made it to the bottom here. I am just of the opinion that game design enforcing behavior through penalties does not make for a fun game.
We now have a system where you are under a penalty before the timer starts. All empires start with an edict penalty.
I understand the main issue at hand that has been expressed over and over, tech rushing is bad. There are a multitude of reasons why its bad. From the AI not being able compete by this method to it becoming the default method of play for many players. It came to be because of a major error in the design of the system. The penalty could be toggled on and off as needed by the player because it was applied to the cost of purchasing the item instead of applied as a tax to the production of the currency needed to buy the item.
Example, with obviously fake numbers.
Researcher produces 6 points per turn. Tech cost 600. You are over cap so the cost becomes 720. You can be back at cap for four jobs but you don't need them to be staffed until you have accrued 600 points. So when you see you have 600/720 you just turn on those jobs, click purchase, and then turn off those jobs.
If instead the tech always cost 600 and the game reduced how much of that research you received by even one point per turn suddenly you need twenty more turns if you did not employ the job to keep yourself below the cap. there would be no gaming the system, the penalty is applied to the generation of the resource needed to buy the tech, tradition, edict, or etc.
However... we can remove penalties and red text altogether
But wait, this does not solve the tech rush nor would it solve a unity rush either. However those can be treated to the concept of diminishing returns.
Example, again with obviously fake numbers.
Two researcher produced 20 points per turn. Tech cost 2000. So 100 turns before modifiers. Logically 100 researchers means you get those 2000 point techs in one turn; ludicrous example, stay with me. So what is done is that your maximum tech level per category and average tech level across all three determines how much research can be applied before each additional point applied to the current research item increases and quickly.
Now using the funny numbers above. That technology will take over eight years to research. Player is just starting the game so they are tech level one with an average level of one. How fast is too fast? Lets set a threshold of 24 months for equal technology. This gives us a limit of 83.3 applied per turn to this tech. So eight researchers will suffice or you could get the equivalent with research stations. If you had ten researchers you would generate 100 points but they would not all apply. This is where the decision of how fast the returns fall off occurs. Lets go severe, take your limit and divided it by four. Each of those first 21 points would be double cost, the next 21 four times, and so on.
Now there light at the end of the tunnel. Your scientist applies his bonus to the maximum permitted value you can spend before penalty and stored research is applied without penalty. Its only points you create and spend that are subject to returns. so apply all your points, say you paid 83 and another 17 at 34 cost for 100. Your scientist applies his bonus to the 83 and stored research value added together but not the excess you paid in.
I know, but how does this help people who just want to play tall. Tall will never beat out a wide player when it comes to gathering resources but game play changes centered around diminishing returns can bring generated resources to a more even level. Currently we need research for techs and unity for traditions; depending on version you may need it for edicts. If we apply diminishing returns to the production of both resources a tall empire will likely have the building slots to maintain parity except against the largest of empires. Eventually an expanding empire will outstrip a tall empire, the numbers just have to pile up.
Hope you made it to the bottom here. I am just of the opinion that game design enforcing behavior through penalties does not make for a fun game.
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