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“Science Mode”

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5 years ago
Jul 30, 2020, 10:38:24 PM

In todays livestream (very infirmative and fun watch guys, thanks a lot) I was a bit surprised how overpowered the schience mode was. Researching all era technologies while only losing 3 turns of production? Where us the drawback here? I sure hope it was just for the demo and not representative of the balance durection. 

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5 years ago
Jul 30, 2020, 11:37:47 PM
RemBert wrote:

I thought science mode stayed on indefinitely. That's how it seemed when I tried it.

Nah it can be turned off after 5 turns

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5 years ago
Jul 31, 2020, 7:21:55 AM
PARAdoxiBLE wrote:
RemBert wrote:

I thought science mode stayed on indefinitely. That's how it seemed when I tried it.

Nah it can be turned off after 5 turns

So then you lose 5 turns of production but in return reasearch all the era + some techs from the future era? I still think it's a bit... exessive, for a cost of a single expansion

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5 years ago
Jul 31, 2020, 7:25:38 AM
mobster_san wrote:

So then you lose 5 turns of production but in return reasearch all the era + some techs from the future era? I still think it's a bit... exessive, for a cost of a single expansion

I don't like that ability neither but specific numbers like conversion rate can be adjusted later.

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5 years ago
Jul 31, 2020, 1:02:35 PM

Frankly it looked way TOO powerful for me.

Ancient Era has 12 techs. One turn per tech so you can go almost half way by just activating and using it for 5 turns...

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5 years ago
Jul 31, 2020, 1:24:42 PM
enricoix wrote:

Frankly it looked way TOO powerful for me.

Ancient Era has 12 techs. One turn per tech so you can go almost half way by just activating and using it for 5 turns...

If it was only one turn per tech. In the livestream they did like 3-4 techs per turn. That is a boost of 10-15x, for a very moderate tradeoff. Do I produce a single unit or do I discover all the techs in the era? Hmmmm ?

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5 years ago
Jul 31, 2020, 1:37:48 PM

Pacing is one of the aspects we are gathering feedback on, and there are specifically questions about "Science Mode" and the pacing of research in the survey. That said, the affinity abilities are supposed to be powerful so they have a tangible impact on your playstyle, so we're trying to walk a very fine line between "overpowered" and "took weak to be interesting" here (which makes the feedback from OpenDev all the more vital.)


Another factor to keep in mind: You can only research so far before you need to advance cultures. If you burst through all Ancient technologies as Babylon and maybe even the Classical ones, then you switch to another type of Civilization, E.g. the Goths because you want to go to war, then you will not have anything to research and any Science production your cities have goes to waste.

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5 years ago
Jul 31, 2020, 1:55:11 PM
The-Cat-o-Nine-Tales wrote:

Pacing is one of the aspects we are gathering feedback on, and there are specifically questions about "Science Mode" and the pacing of research in the survey. That said, the affinity abilities are supposed to be powerful so they have a tangible impact on your playstyle, so we're trying to walk a very fine line between "overpowered" and "took weak to be interesting" here (which makes the feedback from OpenDev all the more vital.)

I certainly understand the challenge :)


Has the team considered to formulate these abilities in more "predictable" terms? For example, choosing (or ascending) a scientfic culture will let you choose give you X cultures fro free, while also allow you to reasearch from the next era. I think this might be easier to balance and more difficult to exploit than the current system. For example with teh current scalable nature of these ability, the "go builder first, scientist second and research everythign" min-maxing strategy sounds almost to good to pass on. And I am not sure whether one can balance it to avoid these situations... Players are notoriesly good at abusing the mechanics :)


P.S. I will definitely provide more detailed feedback if I get into OpenDev so that I can see the actual numbers...

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5 years ago
Jul 31, 2020, 9:41:11 PM

@The-Cat-o-Nine-Tales Well you certainly can't expect us to evaluate the power of Science Mode, if we don't know the opportunity cost of the other bonuses. Since it's power is relative to the other bonuses we can only tell you if it's worth turning on, which clearly the answer is "yes". Whether it is better or worse than what other cultures get, or too powerful, we cannot say.

Furthermore your point about goths is exactly backwards. You could build no science buildings as Babylon, instead focusing on industry. Use science mode to unlock all ancient and classical techs, then when you switch to Goths you're all geared up to be a military-industrial power with no wasted investment in science.

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5 years ago
Aug 1, 2020, 1:24:44 AM
Eulogos wrote:

@The-Cat-o-Nine-Tales Well you certainly can't expect us to evaluate the power of Science Mode, if we don't know the opportunity cost of the other bonuses. Since it's power is relative to the other bonuses we can only tell you if it's worth turning on, which clearly the answer is "yes". Whether it is better or worse than what other cultures get, or too powerful, we cannot say.

Furthermore your point about goths is exactly backwards. You could build no science buildings as Babylon, instead focusing on industry. Use science mode to unlock all ancient and classical techs, then when you switch to Goths you're all geared up to be a military-industrial power with no wasted investment in science.



Is it worth though? In my testing I've never run out of things to build, with and without science mode. I feel that this mode will only be usable if you follow a strict strategy, like early warmongering (for which you seem to need a tech). Or maybe you want a specific wonder. But else I would never waste even 5 turn which could go into developing my cities or founding new ones.

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5 years ago
Aug 2, 2020, 9:26:10 AM
Eulogos wrote:

@The-Cat-o-Nine-Tales Well you certainly can't expect us to evaluate the power of Science Mode, if we don't know the opportunity cost of the other bonuses. Since it's power is relative to the other bonuses we can only tell you if it's worth turning on, which clearly the answer is "yes". Whether it is better or worse than what other cultures get, or too powerful, we cannot say.

While you are absolutely correct, I would still argue that Science Mode as it is now is quite overtuned even if standing on its own. The science bonus it gives out makes the  scientific inftrastructure almost completely obsolete (since industry numbers are always higher and the conversion rate seems to be 1-to-1). In my opinion, it breaks the reasearch system. We are talkign about potential 5-10 increase in reasearch speed! I don't even know what kind of abilities the ther cultures need to have that would be comparable (build everythign in one turn?) 


Eulogos wrote:


Furthermore your point about goths is exactly backwards. You could build no science buildings as Babylon, instead focusing on industry. Use science mode to unlock all ancient and classical techs, then when you switch to Goths you're all geared up to be a military-industrial power with no wasted investment in science.

Exactly. At best, it makes the scientific infrastructure pointless (why build all those +single digits science improvements if I can get double or tripple digits by goign full industry?). At worst, it is exploitable (because players will very quickly figure out the way how to min-max this). 


VargK wrote:

Is it worth though? In my testing I've never run out of things to build, with and without science mode. I feel that this mode will only be usable if you follow a strict strategy, like early warmongering (for which you seem to need a tech). Or maybe you want a specific wonder. But else I would never waste even 5 turn which could go into developing my cities or founding new ones.

The scenario is all about expanding the city, but let's imagine a "real" game. Having technological superiority is a decisive advantage, because you can get access to much more powerful improvements and units faster. Wouldn't you sacrifice a single unit or building to get a big bulk of the reasearch tree done? For me, this is a no-brainer. Not to mention that with "science mode" the research output becomes much less important, allowing you to focus your output on industry and gold. 


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5 years ago
Aug 2, 2020, 10:52:08 AM

To put it simple, my opinion on "science mode" is that, it's introduced too easily and it's current mechanics provide instant advantages, which I consider too meaningful to be correct.

Yes, we get it for testing and to see impression. This is it, and to see it more elaborated, it will take some time.


- The possibility to trigger should require much more conditions, maybe even major dedication of civilisation development, and/or having prerequisite structures, policies (or just mean of policy), building up stockpile, etc. - for which a 30 turns testbed is not enough.

- The effect/result (to represent the "organic" attribute) should be not immediate with 100% potency. It may take progressive curve for constant price, or dedicating resource for only chances of breakthroughs (and that is not necessarily 1:1, dedicating resources maybe in 10 steps (maybe even decide every turn how much and what, it's a focus point in the end of the day) and getting 3-10 results with varieting chance modifiers. E.g.: try to do chemical solutions, with high resource dedication you can experiment with metals included, so you discover Galvanization), you can have advisors giving good and bad hints, which way to go.
- The time factor can be stretched even from previous age, and may last +2, or just be a part of current age.


Actually "science mode" feels like just being possibility to focus on hoarding up one of the FIDS, but with (maybe not ever-)lasting results. E.g.: Go farming mode to majorly improve generic civilisation bonus (e.g.: farming healthy>survivor foodstuffs), go machinery mode to assemble vast capability of production or make a project come alive, go surveyor mode for the chance to uncover hidden Dust sources.


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5 years ago
Aug 2, 2020, 12:27:18 PM

I want to point out that it is hard to judge something in a vaccum, each culture will have it's own "OP mode" so I do think that it will be mostly how you use it in your strategy and how other strategy work compared to your strategy.

That is impossible to judge given that we have 30 turns and one civ to play with.

My main concern about the "Science mode" is how it will be balance for each civ/era. The same bonus might be vastly different with different leader. 

For example: I do remember that in Gwent there was a faction passive for each faction (in humankind each faction might be science, aesthetes,...) and the devs remove them because it was madness to balance each leaders/cards to work well with the same passive ability.

Of course if each leader has its own "mode" then it will be different.

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