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Unit tech to be always in early to mid tech tree era

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4 years ago
Jan 25, 2021, 9:33:34 PM

Propose all units tech to always be allocated to the early or mid semgent of an Era as otherwise there is not enough time to research+produce+use the units that should otherwise be typcial for an era


Now the era progression is no driven by rsearch progression (directly) in this game, but this also means that it can be faster then research progression (and it genreally seems to be faster in the beta at least) + each time a faction progresses to a new era, all the techs remaining from the previous eras that have not yet been researched will typcially be researched first and thus the probabiltiy of anachronistic units dancing around in later eras increases dramatically


Example: The Praetorian Guard unique unit for Romans is only available 3 techs into the Classical are at the last phase. With reasearch time doubling with each phase this means that evne if a Roman player prioratizes its unique unit rgiht off the bat it will likely take >14Turns to get to simpyl unlock that unit! Add to this the production time and we are easily looking at >20 turns before one of the most iconic classical era unit can even hit the field while a faction generaly seems o progress into a new ear within 25-35 Turns!


Simply leave buildigns and other progression items to the end (most expensive) segment of a tech tree and position all units (inluding ships in the early and mid segment. Buildings are typcially not that era specific to be missed and are also not wandering around on the map among modern buildings with spears :)

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4 years ago
Jan 25, 2021, 9:54:18 PM

I don't think you take economic development into account. The player develops the economy throughout the Era and at the end of the Era the dude quickly builds units. We also don't know if players will move into it immediately after unlocking the next Era. Perhaps they will try to get as many Era Stars as possible to get more Fame.

Updated 4 years ago.
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4 years ago
Jan 25, 2021, 10:13:20 PM

Yes, a faction might prolong advancing into a new Era but I dont think the AI is waiting at all at this time + the player is also heavily motivated to move as quickly as possible as the later you go the less choice there will be remaining on which culture to take.


Economic advancement can only reduce the production time at the best of cases - the most time-consuming segment is research.


And placing units at the rear-end of a tech tree cuts two ways: it will always delay occurrence of the unit in the game compared to placing it early but it also only allows upgrade of the units when the era is over. So you are playing an ear with anachronistic units until the end of the era when you get the upgraded unit...which is anachronistic again in 5 turns


Ideally I would have packaged the base unit upgrades into a single tech right at the beginning of each era + some unit techs requiring special resources in the mid-era and that is it

But currently (and in most other games) each unit gets their own tech which makes concentrating them in a single segment of a tech tree problematic ... still better then to have chariots at the end of the ancient phase - I mean these guys were the tanks of the ancient era from Hittites to Egypt and some of the most well-known ancient empires were built on their backs - empires the last of which went down with the bronze-age collapse and by the start of the classical era they were a non-factor. At least position them in the mid-era tech-wise :)

Updated 4 years ago.
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4 years ago
Jan 25, 2021, 10:26:11 PM
Zumwalt wrote:

The player develops the economy throughout the Era and at the end of the Era the dude quickly builds units.

Develpoing the economy is likely doen by all yes but is aslo takign away even more precious time. So instead of >15 turns research to get to the iconic era-specific unit, we spend >15 turns researching better buildings + <15 turns on unit research and when they can be produced the buldings and infra will be prioratized as well (since we need more econmy before production) - so yes prioratizing economy reduces production time of units down to 0 turns at best but also more then doubles the time for them to hit the map


A solution to this might be to couple units and economy upgrades (buildings and districts) into the same techs, so when player is activating new untis they are also activating new economy upgrades


There is also always the option to increase the star requirement of advancing into the next era but I kinda like where it is set right now

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4 years ago
Jan 25, 2021, 10:46:41 PM

Outdated units can be upgraded.

If you move the units to the beginning of the Era, it will increase the strength of the players who came out in the next era.

I think that if a player needs military force, he will purposefully study the necessary technologies with special units. And then it doesn't matter where the necessary technology is.

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4 years ago
Jan 26, 2021, 11:22:32 AM
Zumwalt wrote:

Outdated units can be upgraded.

If you move the units to the beginning of the Era, it will increase the strength of the players who came out in the next era.

I think that if a player needs military force, he will purposefully study the necessary technologies with special units. And then it doesn't matter where the necessary technology is.

Yes, but they cannot be upgraded without the tech being researched first: hence the problem that era defining units are located at the end of the era tech tree

The increase in strength is lessened if all heavy units are available in mid instead of late tech - everything gets shifted so there is no relative advantage or disadvantage


The issue is not military force par say: even scouts can function quite well as a force if there are enough of them and have some exp. The issue here is the introduction of highly era specific units in Ancient and Classical era: and if the tech tree of later eras will be designed this way maybe all of the later eras as well


Chariots are by no means late-era units - they should e obsolete by Classical era

Praetorian guard is a tricky one but in this context they basically represent legionaries for Rome. Yes the Praetorian guards did not enter service in large numbers up until the late Roman empire and the classical age has arguably ended with the split of East and Western Rome but then again: this is an era-specific culture unit it should not be sitting at the end of the tree unless we want to see praetorian cropping up in early-mid middle ages :)


Maybe the players will target late-era militarily units purposefully in order to field them in their respective eras but I haven't seen any such behavior in videos and on myself AND if this is done, then economy is neglected and the production of the units will take longer so there is no winning of this race for time and there is also no need to have this race


Example of what I suggesting is quite alive and kicking in Medieval and Early Modern Era:

- Base units of that era are available as starting Tier 1 tech - in case of Medieval tree we even have a coupling of pike and archer which is great (juts down on time to research these base units individually)

- Heavy units are placed in the second tier of the tech tree: knights on foot and mounted (not at the end of the era) - they are defining units of that era but are heavy units so tier 2 is perfect

- No units at all at tier 3 for Medieval and Early Modern era with a single exception: Man o War which is an upgrade of a unit available in tier 1 so is also fine :)



Now lets take a look at Ancient and Classical Era tech tree where the issue I mentioned is present:



In case of Chariots, they should be moved up to tier 2 or even folded into the existing tech there and activated together with scouts and wheel preferably placed into Tier 1 as pre-req

Praetor could simply replace the swordsmen at tier 1 or switch places with Conquest to make it a heavy era specific unit just like knights in Medieval era

All ships in Ancient and Classical units should bu bounced a tier earlier and preferably merged with existing techs such as fishing to not waste time and bog down naval expansion further then it already is due to trade geography etc... wrote an entire thread on that


This is not only important for immersion sake but the AI will also have huge difficulties if units are spread out like this and split into so many techs that are either military or economic in nature

In case of EL it took a long time for the team to get the AI script to handle armies with multiple unit types and there were only 3 unit types there. Here we are looking at dozens of units with unique faction units at each era at varying locations in the tech tree: even if the player can find a way to make use of chariots in the current tech tree in Ancient age by mid-maxing their empire the AI will certainly not be able to do that sort of magic and will be running around with chariots in medieval age if at all if the system is not ensuring easier access

Updated 4 years ago.
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4 years ago
Jan 26, 2021, 7:31:53 PM

Technologies are divided into eras (early, middle, late) and when/were <insert unit> becomes unlocked can be argued in two primary ways... historical... or functional. 


Historically, a culture's iconic or emblematic unit may have came about later during it's reign thus it is proper for it to unlock later within the tech. tree. My knowledge of such is limited, but I am sure more knowledgeable members of the community could make a strong case here. 


Functionally, units that unlock later in the technology tree hold up better within the next era. 


For example:

 -  The Zhou's ancient Zanche chariot (28 str.) replacement comes late within the tech. tree, yet only 4 of the 15 classical units overpower it. 

 -  Rome's classical Praetorian Guard (30 str.) is just as powerful as the Aztec's medieval Jaguar Warrior (33 str.) when taking into account Tactical Superiority.


Allowing generic and emblematic units to unlock late within in era functions as a bridge which closes the gap between the strength differences in eras. It is also another choice a player make when selecting their next culture ... to be strong right out of the gate (like the Huns/Mongols) ... or focus on other areas before leading up to taking advantage of their emblematic unit. 


I would like to note that units seen in Lucy were fundamentally unbalanced. Such imbalance make it hard to justify stating that, "all units tech. (must) be allocated to the early or mid segment of an era..." as the devs have ample opportunity to adjust units before release. I would rather not set arbitrary limits on unit unlocks which could be avoid with planning and care. 


The primary issue with Ai utilizing some types of units during Lucy was strategic resources as the AI either did or did not have them. This reflected in the units it could produce yet stronger era units typically required many more strategic than the Ai could collect. Players had a large advantage here as they could focus down particular resources in order to produce more resource reliant units. 

Updated 4 years ago.
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4 years ago
Jan 26, 2021, 8:52:18 PM
Zolobolo wrote:

Maybe the players will target late-era militarily units purposefully in order to field them in their respective eras but I haven't seen any such behavior in videos and on myself AND if this is done, then economy is neglected and the production of the units will take longer so there is no winning of this race for time and there is also no need to have this race

Units are cheap, they can be bought out or even hard built very quickly.

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4 years ago
Jan 26, 2021, 9:12:58 PM
FlamingKetchup wrote:
Zolobolo wrote:

Maybe the players will target late-era militarily units purposefully in order to field them in their respective eras but I haven't seen any such behavior in videos and on myself AND if this is done, then economy is neglected and the production of the units will take longer so there is no winning of this race for time and there is also no need to have this race

Units are cheap, they can be bought out or even hard built very quickly.

Units can only be bought out if the player has resources to do so which they will not have if they dont prioratize economy which means they will not get to the third tier tech before the era is over


This is a result of many factors: fast era progression, each tier costing double the amount of tech as the peviour tier, economy and military techs rarely being tied togehter, no early scince infra improvements yet to help the player prioratize fast research in Ancient and Classical eras AND placing some iconic Ancient and Classical units at the end (third tier) of the era tech tree


What I am saying is not withouht precedence?: both Medieval and Early Modern ages place base units at the beginning, advanced units at the second tier and do not onyl only place units in the final third tier if these are direct upgrades of a the tier 1 unit of the same era. Medieval era also features a tech that allows the activation of two units at the same time


All I am saying is that both Ancient and Classical era techs should be belecned like that otherwise what I have seen so far in all games becomes the norm: units that were meant for Acnient or Classical era running around only after their era has passed and way beyond the next era if at all

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4 years ago
Jan 26, 2021, 9:28:52 PM
Tainted wrote:

Technologies are divided into eras (early, middle, late) and when/were <insert unit> becomes unlocked can be argued in two primary ways... historical... or functional. 


Historically, a culture's iconic or emblematic unit may have came about later during it's reign thus it is proper for it to unlock later within the tech. tree. My knowledge of such is limited, but I am sure more knowledgeable members of the community could make a strong case here. 


Functionally, units that unlock later in the technology tree hold up better within the next era. 


Allowing generic and emblematic units to unlock late within in era functions as a bridge which closes the gap between the strength differences in eras. It is also another choice a player make when selecting their next culture ... to be strong right out of the gate (like the Huns/Mongols) ... or focus on other areas before leading up to taking advantage of their emblematic unit. 


I would like to note that units seen in Lucy were fundamentally unbalanced. Such imbalance make it hard to justify stating that, "all units tech. (must) be allocated to the early or mid segment of an era..." as the devs have ample opportunity to adjust units before release. I would rather not set arbitrary limits on unit unlocks which could be avoid with planning and care. . 

My argument is both functional and historical


Yes unique units can hold up in later eras as well in some cases but the next era also holds a unique unit which should hold up even better - there is a continuous progression here within which if we are shifting one advantage it is done at the cost of a later advantage and thus not a smart choice.

Meaning: it is better to take and large advantage earlier and thus have it for longer then having it smaller advantage later and thus for a short time


There are other functional issues:

1. AI is not great at targeting long term goals with complex trees and will have a hard time getting to point where it seems like its progression and decision make sense

e.g: it will field chariots in Medieval age if at all

2. Ships open up a whole dimension for the game that needs to be deepened not closed off - this is a long story but ships should be activated much earlier in my opinion

3. The time to research doubles with each tier which is increasingly steep.To reach a tier 3 unit under this conditions takes minimum 7 tier 1 tech research time (1 for Tier 1, 2 for Tier 2 and 4 for Tier 3). Targeting such a unit is a huge investment in time that will considerably delay economic advancement and I find it difficult to imagine someone would do that instead of leaving these techs to the end when the era is practically over


Yes historically most of the unique units make no sense in the subsequent era but there is another problem: in the next era there is already a new unique unit that should be utilized. As with such games it is normal to have liberty on historical accuracy of course but if the remedy is simple, is smart from AI coding and game-flow perspective and is already being done for half of the eras, there shoudl be no issue applying it


Yes the units will surely be rebalacned that is why I didnt get into the topic of these third tier units holding up or not later

I would be down with emblematic units being at the end of an era if they were dominant across both their initial and the subsequent era historically (which is increasingly rare)  OR if they have a low-tier variant right at the beginning of that era (like with muskets).


My main concern is to have Ancient and Classical era both feeling appropriate in regards of fielded units and minimizing their spill over to subsequent eras

e.g.: If there was a base chariot unit at tier 1 and a heavy chariot at Tier 3 that would probably fly better or legionaries at Tier 1 and Praetorians at Tier 3 - though to be fair the Swordsmen do look like legionaries and seem to fill that role

In these cases most tier 3 units would be skipped and that would be fine: there would be emblematic Tier 1 units marching across the map within the appropriate era


Considering all of the above I admit the title can be misleading: there are cases where placing a unit at tier 3 even if emblematic to the era makes a lot of sense and my main concern is with base (non culture specific) units such as the first combat ship, and chariot at tier 3


Much of the problems with units in later eras seems to originate from the steep research curve across the tiers: the player can easily slip into a new era with only 1-2 tier 2 techs being researched from the previous one even if they are doing very well which is bound to cause shifted units across the eras

Updated 4 years ago.
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4 years ago
Jan 26, 2021, 11:38:28 PM
Zolobolo wrote:

Units can only be bought out if the player has resources to do so which they will not have if they dont prioratize economy which means they will not get to the third tier tech before the era is over

Units are far cheaper than quarters since their cost don't scale, so any remotely competent player should be able to save up enough cash to do so trivially.

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4 years ago
Jan 26, 2021, 11:43:27 PM
Zolobolo wrote:

Yes historically most of the unique units make no sense in the subsequent era but there is another problem: in the next era there is already a new unique unit that should be utilized. As with such games it is normal to have liberty on historical accuracy of course but if the remedy is simple, is smart from AI coding and game-flow perspective and is already being done for half of the eras, there shoudl be no issue applying it

There is no reason that they can't be used alongside each other, and the new EU won't be unlocked immediately at the start of an Era.

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4 years ago
Jan 26, 2021, 11:49:51 PM
Zolobolo wrote:
Much of the problems with units in later eras seems to originate from the steep research curve across the tiers: the player can easily slip into a new era with only 1-2 tier 2 techs being researched from the previous one even if they are doing very well which is bound to cause shifted units across the eras

This adds a level of realism to the game. A culture can go to the next Era despite being behind on tech. The Zulu are in this game as Industrial despite being technologically behind there counterparts, so that doesn't prevent a culture from being added to the game.

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4 years ago
Jan 27, 2021, 5:46:26 AM
Zolobolo wrote:


I would be down with emblematic units being at the end of an era if they were dominant across both their initial and the subsequent era historically (which is increasingly rare)  OR if they have a low-tier variant right at the beginning of that era (like with muskets).


My main concern is to have Ancient and Classical era both feeling appropriate in regards of fielded units and minimizing their spill over to subsequent eras

e.g.: If there was a base chariot unit at tier 1 and a heavy chariot at Tier 3 that would probably fly better or legionaries at Tier 1 and Praetorians at Tier 3 - though to be fair the Swordsmen do look like legionaries and seem to fill that role

In these cases most tier 3 units would be skipped and that would be fine: there would be emblematic Tier 1 units marching across the map within the appropriate era


... my main concern is with base (non culture specific) units such as the first combat ship, and chariot at tier 3


Much of the problems with units in later eras seems to originate from the steep research curve across the tiers: the player can easily slip into a new era with only 1-2 tier 2 techs being researched from the previous one even if they are doing very well which is bound to cause shifted units across the eras

Having an emblematic unit which unlocks late be dominant over the rest of its era as well as the entirety of the next is quite a large ask. Each unit should have its window of opportunity to be a terror on the battlefield, but only to such an extent. 


Generic units can only ever be soo good without fundamentally making emblematic units irrelevant. I absolutely love that the amount of combat relevant generic units is different for each era as it allows for the potency of particular emblematic units to shine. 


The classical era retains the lowest number of generic units yet allows some ancient emblematic units prolonged relevancy... exactly as Zolobolo had desired... "[Zolobolo] would be down with emblematic units being at the end of an era if they were dominant across both their initial and the subsequent era." However this contradicts their next statement by mentioning that their "main concern is to have Ancient and Classical era both feeling appropriate in regards of fielded units and minimizing their spill over to subsequent eras." 


While I agree that the generic chariot (23 str.) is not a fantastic unit overall, it is still provided a window to dominate the ancient along with the early classical era. Despite cultures progressing into the next era, advanced technology must be researched, strategic resources extracted, and production/money allocated to fielding next era units which provides a window of relevancy. The earliest classical units possibly fielded against generic chariots consist of swordsmen (80 ind, 1 iron), Shotelai (80 ind. 1 iron), Hoplites (160 ind, 1 copper), Immortals (160 ind., 1 copper), or Hunnic Hordes (160 ind, 1 horse). If facing a culture without an applicable emblematic listed above or access to iron, the relevancy of the generic chariot is only extended further if mounted combat is needed to counter them, 


The pace of research is and will continue to be a primary concern as it influences so much within Humankind. As the cost of technology increases with each level, units that are unlocked later are prone to being utilized less or having a tighter relevancy window. However this can be planned for and taken into account when settling outposts, developing quarters, and managing population to ensure strategic goals of utilizing a strong late era unit. 


Each type of resource factors into the overall strength of a culture and subsequently influences the quantity, strength, and timing of units. Cultures will develop according to their terrain thus some will be able to produce faster, field more units, or have more advanced units. No single culture could have an advantage in every aspects too soon thus it is unreasonable to assume an opposing culture does not have a weakness to leverage. 


I rather enjoy cultures being able to advance into the next era without completing an era's technologies. Sure this allows min-maxing an bee-lines as it has been stated earlier in this thread, yet it can quickly get increasing costly in science and turns to research later technologies. Thus bee-lining later technologies can be detrimental to the economics of a culture in favor of military interests (or visa versa) which is a critical choice I believe players should be allowed to decide. I'm sure units which come later in an era can be worth such a cost, but not everyone should need to pay it to remain relevant. 

Updated 4 years ago.
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4 years ago
Jan 27, 2021, 7:34:42 PM
Tainted wrote:
The pace of research is and will continue to be a primary concern as it influences so much within Humankind. As the cost of technology increases with each level, units that are unlocked later are prone to being utilized less or having a tighter relevancy window. However this can be planned for and taken into account when settling outposts, developing quarters, and managing population to ensure strategic goals of utilizing a strong late era unit. 

Yes I am concerned on the pace of technology and the more I look into it the more issues I see


Here is an example of player empire almost finishing the Middle Age era:


I think the picture speaks for itself: and this is not a rush gamestyle the turn coutner sitl at 81 Turn and the player easily outpaces all other empires in terms of fame and research - unless there are heavy research boosting ifnra upgrades coming to Ancient and Classical Era- there doesnt seem to be any room fro planning


If a faction decides to go for tier 3 military units within its current age that seems like a huge waste of time as era progression is so fast and research cost icnrease so high that it is much more efficeint to research old units from previous eras: the enemy will not field anything that could beat them anyhow as they would loose such an increadable amount of time trying to reach those units that you easly get your low-tier units first + build them + capture all enemy territory :)


This game is much more combat focused  wit ha fast pace (which I enjoy very much) but this also means we canot afford to waster 8 turns on getting a single unit. 8 turns is enough to capture half of the Lucy Beta continent


Maybe this needs to be balacned first: either make era progression slower and/or decrease the research ost of new tech tiers from +100% to +50%

This would mean that within a typcial scenario: instead of 2+4+8=14 a 3rd tier miltiary unit would only need 2+3+4=9 turns to activate which is still a lot but might have a chance to be used within that era AND might be worth the risk of concentrating on instead of activating ~4 low-tier or even previous era units/infra upgrades

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4 years ago
Jan 27, 2021, 7:47:45 PM
Tainted wrote:
The classical era retains the lowest number of generic units yet allows some ancient emblematic units prolonged relevancy... exactly as Zolobolo had desired... "[Zolobolo] would be down with emblematic units being at the end of an era if they were dominant across both their initial and the subsequent era." However this contradicts their next statement by mentioning that their "main concern is to have Ancient and Classical era both feeling appropriate in regards of fielded units and minimizing their spill over to subsequent eras." 

Correct: if a unit was utilized across multiple eras I am all down with it being left to tier 3 tech as it is still consistent: it does not actualyl sill over as it belongs to the later era as much as the current one - this is very rarely the case though and is very much not the case of either chariots or Praetorians. Chariots were one of the most emblematic units of the Ancient Era and despite havign a very long trackrecord they were practically useless by Ancient era


But I was wrong on Praetorians overall upon detailed insepction:

1. Praetorians are not a unique unit type but an upgrade of base Swordsmen which is the Tier 1 equivalent within the same era - this make the Praetorians located on a fitting place mechanically (just like with muskets in Early Modern Era) as they dont necesseraly need pop + time/money to bring to the field but existign units can be upgraded into them

2. Thanks to culture personalisation the swordsmen for Romans are actually looking like legionaries which serves as a nice tie into the later Praetorian unit and provides the Romans their emblematic unit by simply changing the appearance of sowdsmen. Since updgraded units tend to have some EXP already it is double sweet that legionaries can be "promoted" into Praetorians:)


Yes, Praetorians were not a later iteration of legionaries and Praatorians were non-existent from the start of the middle-ages but thanks to the above two points I am down with their tech-tree location. Would probably have allowed upgrade of Swordsmen to Praetorians only if they are of level 2 experience and not allow production of the unit but is fine like this


Now, if only chariots and the first two ships could be moved one tech-tier earlier in Ancient Era or Era progression made slower/tech cost scaleup made less steep all would be right in the world :)


How abouth this to clarify such cases?:

When selecting a new culture the unique unit could display:

1. Which base unit it replaces OR:

2. Which base unit can be upgraded to it (in case it is an advanced version of such a unit)

This of course assuming that all uniqu untis are either replacing an existing base unit or are a more advanced version of them

Updated 4 years ago.
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4 years ago
Jan 27, 2021, 9:18:39 PM
Zolobolo wrote:

I think the picture speaks for itself: and this is not a rush gamestyle the turn coutner sitl at 81 Turn and the player easily outpaces all other empires in terms of fame and research - unless there are heavy research boosting ifnra upgrades coming to Ancient and Classical Era- there doesnt seem to be any room fro planning

The player seems to be quite behind actually. 81 turns in and only Chivalry?

Zolobolo wrote:

If a faction decides to go for tier 3 military units within its current age that seems like a huge waste of time as era progression is so fast and research cost icnrease so high that it is much more efficeint to research old units from previous eras: the enemy will not field anything that could beat them anyhow as they would loose such an increadable amount of time trying to reach those units that you easly get your low-tier units first + build them + capture all enemy territory :)

Tier 3 Units will easily beat previous Era units. And again, Industry cost of Units is negligible.

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4 years ago
Jan 27, 2021, 9:27:13 PM
FlamingKetchup wrote:
7, 2021, 10:18:39 PM

Zolobolo wrote:

I think the picture speaks for itself: and this is not a rush gamestyle the turn coutner sitl at 81 Turn and the player easily outpaces all other empires in terms of fame and research - unless there are heavy research boosting ifnra upgrades coming to Ancient and Classical Era- there doesnt seem to be any room fro planning

The player seems to be quite behind actually. 81 turns in and only Chivalry?

Exactly: the turn counter shows that the player did not rush through the ages. That is why it is also important to mention that the plaer is not behind in anythign has around double the fame of the next AI on hardest difficulty.


This means that even in a relaxed (not competitive) pace and strong emire with good research output, the tech tree is far behind the era


It makes sense: researching cheap tech helps the player gain sars as well as building districts which again goes faster if cheap tech is researched. So the less the player streches out to tier 2 and 3 the faster the ear progres the larger the lag between era and tech and the competition is creamed as even advanced units from past eras cant keep up with larger amount of tier 1 units from 1-2 eras up which is as it should be just the eras seem to be passing by faster then the tech tends to

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4 years ago
Jan 27, 2021, 9:36:06 PM
FlamingKetchup wrote:
Tier 3 Units will easily beat previous Era units. And again, Industry cost of Units is negligible.

Yes on 1:1 combat. But that is not the calculation in the game. The time to get the unit on the map is key.

Tier 3 unit takes (in a typcial scenario) 2+4+8=14 turns to reach and needs to be then produced which can be sped up but since the player has been wasting 14 turns researching only military tech, their economy will have a considerable disadvantage compared to those who just avoided tier 3 or even tier 2 for as long as possible (untill it is reduced to 1-2 turns to get)


The enemy on the other hand takes 2 turns for tier 1 unit, and then takes 7 or more low-tier techs durng the same time. Most of these will of course be techs that boost economy, and a capital can easy crank out the tier 1 units in 2 turns tops leading to an army of 3 tier 1 units in 6 turns witohuth buyout. If enemy buys uinits its relative advantage is even higher as it is economically stronger due to all the tech (and era progression).

The opposition can at this point even take tier 3 unit(s) from previous era (1-2 turns research) and just mass-produce that as mentioned above they do hold up in some cases. They dont need to hold up to tier 3 units of the next era as the other player will not have time to reach that era before everything is snatched away and evne if they do the opposition can jump era and start cranking out Tier 1 units from the next era


If the reasearch cost of tier 1units of an era is 1 unit then tier 3 units take minimum 7 units + dependencies. This is too much to say it is a simple decision that can be planned. The downside of doing that is prohibitively large

Updated 4 years ago.
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4 years ago
Jan 27, 2021, 11:31:04 PM
Zolobolo wrote:

The time to get the unit on the map is key.

Tier 3 unit takes (in a typcial scenario) 2+4+8=14 turns to reach and needs to be then produced which can be sped up but since the player has been wasting 14 turns researching only military tech, their economy will have a considerable disadvantage compared to those who just avoided tier 3 or even tier 2 for as long as possible (untill it is reduced to 1-2 turns to get)

Cultures are not obligated to follow the same tech path. Each route has it's own advantages and disadvantages yet it is too early to tell if any path is better then the rest. 


I would like to specifically note within your "2+4+8 = 14 turns" example that a culture bee-lining a late era unit tech is not helpless or disadvantaged as your leading other community members to believe. 


Technologies leading up to a late era unit typically unlock earlier units (along with other goodies) which can be produced and utilized in the mean time. 

Rome must research swordsmen (Standing Army) before acquiring Praetorian Guard (Imperial Power). Bee-lining ancient chariots unlocks either archers/EUs at carpentry, or scout cavalry/EU at Horsemanship which are not junk units. Even bee-lining the late early modern units (Musketeer & Rotiskenrakehte) will take a culture through halberdiers, mortars, and/or arquebusiers to keep them in the game before fielding them.


Even if a late era unit takes a while coming out, they do not need to be used for offensive purposes. 

It takes troops time to march across territories which can provide time for research and production prior to their arrival. If the aggressor feels they cannot take a city without siege, additional turns are bought while they prepare. 


Even if a culture only researches the minimum military tech within an era and switches to economic technologies instead, it still takes time for those economic benefits (infrastructures, quarters, etc.) to accumulate in an advantage (as well as being constructed). Having a militarist as a neighbor is not ideal to peacefully or rapidly develop an economy as precautions such as fort and garrisons are needed keep their quarters and infrastructures under their control. Such investments can drastically slow down an economic player... so it is not all greener on the other side. 


Humankind is shaping up to be an aggressive game but that does not mean cultures will be aggressive 100% of their turns. Quarters and infrastructures are also needed to support the war effort and allow a culture to transition into the next age quickly. There are not enough military or expansionist fame stars alone to ensure a quick transition... so (at some point) a culture will have some down time to consolidate holdings. 


Having the ancient and classical boats become available late within their era is actually to their benefit. The power structure for naval units is total different then land units as only cultures interested in developing early naval power will bother researching them. Land oriented cultures will put-off researching boat and water-tech until needed for colonizing across oceans. 




Updated 4 years ago.
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4 years ago
Jan 28, 2021, 8:35:06 AM
RNGZero wrote:

Technologies leading up to a late era unit typically unlock earlier units (along with other goodies) which can be produced and utilized in the mean time. 

Rome must research swordsmen (Standing Army) before acquiring Praetorian Guard (Imperial Power). Bee-lining ancient chariots unlocks either archers/EUs at carpentry, or scout cavalry/EU at Horsemanship which are not junk units. Even bee-lining the late early modern units (Musketeer & Rotiskenrakehte) will take a culture through halberdiers, mortars, and/or arquebusiers to keep them in the game before fielding them.

The particular case here is chariots and ships, Praetorian's turned out to be already in line with the proposed changes


Regarding Chariots

One track leads up to that is Horsemanship which doesn't provide any sort of economic benefit (just the mounted scout) neither does Wheel at this point (might change of course)

The other track is shorter and start with Carpentry which provides Lumber Yard which is arguable a very good improvement


But: looking at the stats again I see that tier 3 tech cost in Ancient era is even more then +100% up from tier two. Seems only to be the case for Ancient Era but looks like this:

Tier 1: 25

Tier 2: 50

Tier 3: 125 (this is >20 turns - that's an entire era for a single military unit and roads)

For the research time of Wheel the player can opt to research:

City Defense (5 Turns) + Calendar (5 Turns) + Irrigation (8Turns) all of which are very useful AND still have >2 Turns to spend before the other empire gets its unit enabled

I dont know if anyone could realistically rush to Wheel without being left behind massively which is ironic as chariots were actually used by the most wealth of civilizations and not by the ones left behind economically and technologically


This all might change of course with balancing but my worry is that since Ancient and Classical Era tech tree seems more fleshed out they might be the actual template for other Eras and instead of being re-balanced themselves, the latter eras will be molded to their logic


What I am suggesting is to apply the Medieval and Early Modern era tech tree logic to Ancient and Classical Era units (hence the admittedly somewhat misleading title but would have been too long with exceptions :))

This now includes also reducing Tier 3 tech cost to at max 100 research (analogue to later eras)

There is an argument to be made to further decrease tier 3 techs to only increase lineary from tier 1 and 2: 25, 50 ,75 instead of 25, 50, 100 but if no era specific unit category is activated at tier 3, 100 is also fine


So: Chariot and the first ship are new types of units (not upgrades) that are era specific but are placed at the end of the era - this is what I would like to have avoided as a principle (Praetors are fine as it turns out they are upgrade of Swordsmen of that same era)

We can have units at tier 3 no-problem: just make sure these are only upgrades though for tier 1 units of the same era


Regarding Ships

Ships have all of the above issue their first unit being placed at Tier 3

+ Take additional time to produce as Harbor is needed first and a place to build it

+ They cannot colonize (should change) so can only explore

+ Exploration is restricted by Shallow water that does not form large bodies of sea inside a continent to create meaningful commercial hubs - its better to explore the continent with starting land units


Ships are a very long story I went into in detail with another thread but here I think they should first align with the above principle to be a viable focus

Was watching a game with naval expansion and trade focus and it just doesn't offer any benefits: It takes forever to get a ship out (>22 turns) even with focus, can sail along the shore of the continent, find some islands but cannot extract any of the resources without needing another tech for land unit transport + moving the unit there.

Even with utmost focus the player is unable to colonize across the sea in Ancient Era which is of course a huge bummer for Phoenician players and lovers of Greek history :)

I mean Carthage, one of the main nemesis of Rome in Classical era, was a colony established via sea trading Phoenicians and we cannot colonize across the sea with Phoenicians at all in Ancient Era


So for ships my recommendation is:

- Push first combat ship to tier 1 tech

- Allow combat ships to establish colonies

- Push first land unit transport to Ancient Era Tier 2 tech (this is the least important if the above two points are given though)

Updated 4 years ago.
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4 years ago
Jan 28, 2021, 9:18:26 AM
Zolobolo wrote:


Now the era progression is no driven by rsearch progression (directly) in this game, but this also means that it can be faster then research progression (and it genreally seems to be faster in the beta at least) + each time a faction progresses to a new era, all the techs remaining from the previous eras that have not yet been researched will typcially be researched first and thus the probabiltiy of anachronistic units dancing around in later eras increases dramatically

This is because the pacing is off and needs balancing. You can always delay picking a new culture until you have finished researching what you wanted, you will even get more fame for that. As for anachronistic units, see my later point.


Example: The Praetorian Guard unique unit for Romans is only available 3 techs into the Classical are at the last phase. With reasearch time doubling with each phase this means that evne if a Roman player prioratizes its unique unit rgiht off the bat it will likely take >14Turns to get to simpyl unlock that unit! Add to this the production time and we are easily looking at >20 turns before one of the most iconic classical era unit can even hit the field while a faction generaly seems o progress into a new ear within 25-35 Turns!

You would still need to get through this tech to research twohanded swordsmen in medieval era, so you will still end up getting it even if it is later in medieval, you don't lose access to emblematic units like you do with quarters. However that is not to say they could be moved over to conquest so that they are available early, but this is not the case for every single unit, as it can easily break balance.


Perhaps even moving Praetorian Guard one tech forward would break it since swordsmen that you get from Standing Army directly upgrade into them, so you could skip making them entirely and just beeline the stronger unit that is 4 turns away, which makes me think they are in their place. Swordsmen have 25 combat strength, Praetorian Guard has 30, BUT, this isn't taking into account their trait which allows them to give flanking to any of their allied units by just standing beside enemy unit (no need to stand directly opposite), so effectively just 2 praetorians boost their combined combat strength to 35 if they are positioned next to each other while attacking, which is equal to medieval twohanded swordsmen, this also puts them as effectively second highest combat strength unit in the era, moving them forward is balance breaking.


Simply leave buildigns and other progression items to the end (most expensive) segment of a tech tree and position all units (inluding ships in the early and mid segment. Buildings are typcially not that era specific to be missed and are also not wandering around on the map among modern buildings with spears :)

And force peaceful/economic boom playstyle into wasting research on military units they don't intend on using? This game isn't only about war. Most of industry infrastructures let you pick up military units anyway, including strategic resource techs. As for "spearmen walking around modern buildings", this won't the case because of how spread out military units are. You would literally have to miss out on saltpeter exploitation to not be able to build arqebusiers, and even if you are not focusing on military, you would still get it to perhaps trade it away to someone.

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4 years ago
Jan 28, 2021, 9:48:01 AM
Salterius wrote:
Perhaps even moving Praetorian Guard one tech forward would break it since swordsmen that you get from Standing Army directly upgrade into them

Yes already noticed this above and thus Praetorian's are aligned with the tech trees of later eras and are fine by me (first I thought they are unique unit type as they didn't replace anything directly in thetech tree)

I am only arguing for Chariots and Ships to be moved forward at this point

Updated 4 years ago.
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4 years ago
Jan 28, 2021, 9:53:55 AM
Salterius wrote:
And force peaceful/economic boom playstyle into wasting research on military units they don't intend on using? This game isn't only about war.

If economic boomers dont want to use the units they dont have to but not combining the two more forces players targeting advanced tier 2 units to only concentrate on military units

If these are always combined you could always decide on the spot what you need and most tech would not e inherently economic or military unit only


This is just an idea of course and a less effective measure overall

My main proposal is to move activation of all base unit types to Tier 1 or 2 of the tech tree. Units should only go into Tier 3 if they are upgrades to Tier 1 unit from same era. This is to avoid the shorter upgrade path from tier 2 to tier 3 that you have also mentioned above as to ensure that era specific units are not made too difficult to get within their respective era

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4 years ago
Jan 28, 2021, 10:06:45 AM
Salterius wrote:
This is because the pacing is off and needs balancing. You can always delay picking a new culture until you have finished researching what you wanted, you will even get more fame for that.

Yes - just noticed that in Ancient era tier 3 is more then double the amount of resource cost then Tier 2 which makes it even harder to prioritize in the beginning


Yes I like the fame system in general and would be cool if there is a good reason to postpone jumping into a new era as I like to enjoy the current one and fill it out. There is a competition going on though and it is very tempting to jump an era at least when the other cultures start taking away your choices


Still I am down with tech tree being a counter-balance for rushing ahead in eras, would just like to have base era specific units (non-upgrades) not be introduced at the very end of an era

For example: I dont mind archers spilling over to the next era as those are one of the few unit types that didnt really see much of a change across the eras and thus are not anachronistic in Classical era - they fit in just fine. Chariots were obsolete by the time larger horses were bred and cultures started riding them (in this regards, chariots superseded horsemen at least in combat application)


Will check out what if a player prioritizes chariots and tries to push these out in Ancient Era (where they ought to be especially considering that not less then 3 cultures have their special units based on the tech)

Updated 4 years ago.
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4 years ago
Jan 28, 2021, 11:11:39 AM
Zolobolo wrote:

For example: I dont mind archers spilling over to the next era as those are one of the few unit types that didnt really see much of a change across the eras and thus are not anachronistic in Classical era - they fit in just fine. Chariots were obsolete by the time larger horses were bred and cultures started riding them (in this regards, chariots superseded horsemen at least in combat application)

Discussing about balance is one thing, but using historical accuracy as argument will not really be in agreement with your initial idea of giving Chariot earlier.

War chariots were not always obsolete in classical era. Some cultures were famous chariot users : Celts, Persians, ... In ancient China, they became obsolete after Warring-States Period (476–221 BC) for exemple. So, there is no anacronism.


It's mainly a gamey choice, it's just an heavy cavalry unit. As Archers evolve in Crossbowmen, when crossbow already existed for some cultures in classical, and crossbow didn't make bows obsolete. Both were used, sometimes in same times, for different tactics, different purposes, different cultural warfare.


In this sort of game, era are not a red line which make a tech directly obsolete when you cross it. Chariots become obsolete at the moment you develop a better heavy cavalry.

Until this moment, it will be always useful even in early classical.


About balance, imo the chariot seems to be at the right place, it just looks a bit expensive in ressources to me sometimes.



Updated 4 years ago.
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4 years ago
Jan 28, 2021, 11:12:17 AM
Zolobolo wrote:

Yes already noticed this above and thus Praetorian's are aligned with the tech trees of later eras and are fine by me (first I thought they are unique unit type as they didn't replace anything directly in thetech tree)

I am only arguing for Chariots and Ships to be moved forward at this point

Chariots are the same story, they are 24 combat strength with charge so that makes them effectively 27 combat strength, that beats classical era swordsmen.


Zolobolo wrote:

If economic boomers dont want to use the units they dont have to but not combining the two more forces players targeting advanced tier 2 units to only concentrate on military units

If these are always combined you could always decide on the spot what you need and most tech would not e inherently economic or military unit only


This is just an idea of course and a less effective measure overall

My main proposal is to move activation of all base unit types to Tier 1 or 2 of the tech tree. Units should only go into Tier 3 if they are upgrades to Tier 1 unit from same era. This is to avoid the shorter upgrade path from tier 2 to tier 3 that you have also mentioned above as to ensure that era specific units are not made too difficult to get within their respective era

They are mostly combined. As I stated, chariots are effectively stronger than classical era infantry, so having them where they are makes sense, once you get them you can pretty much use them for combat in classical era, I don't remember if they get upgraded into horsemen, though, but you can still effectively use late era units against early units of the next era.

As for "shorter upgrade path" scout rider unit does not upgrade directly into chariot, they upgrade into horsemen in classical era, and both of them have distinctly different strategic resource requirements, with chariot costing extra copper to make.



Zolobolo wrote:

Yes - just noticed that in Ancient era tier 3 is more then double the amount of resource cost then Tier 2 which makes it even harder to prioritize in the beginning


Yes I like the fame system in general and would be cool if there is a good reason to postpone jumping into a new era as I like to enjoy the current one and fill it out. There is a competition going on though and it is very tempting to jump an era at least when the other cultures start taking away your choices


Still I am down with tech tree being a counter-balance for rushing ahead in eras, would just like to have base era specific units (non-upgrades) not be introduced at the very end of an era

For example: I dont mind archers spilling over to the next era as those are one of the few unit types that didnt really see much of a change across the eras and thus are not anachronistic in Classical era - they fit in just fine. Chariots were obsolete by the time larger horses were bred and cultures started riding them (in this regards, chariots superseded horsemen at least in combat application)


Will check out what if a player prioritizes chariots and tries to push these out in Ancient Era (where they ought to be especially considering that not less then 3 cultures have their special units based on the tech)

1. Yes, because chariots are the strongest unit of that era and balancewise it makes sense to lock them behind a late era tech.

2. That is the risk you must take in this game, this is the risk-reward system.

3. On the topic of anachronism. The game is not a full on historical simulator where everything exists up to a certain point. It is moreso a 'what if' scenario game where you can still have certain things be missplaced.


4. Chariots are very situational. You may not have access to the strategics to build them, so prioritizing them each game is not an option.

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4 years ago
Jan 28, 2021, 12:32:56 PM
Narcisse wrote:
In this sort of game, era are not a red line which make a tech directly obsolete when you cross it.

Indeed but this game puts much more emphasis on immersion with the buildings, icons, empire names and leaders all reflecting a specific culture and age

In a normal CIV game I would care but am also not playing those for the same reason :)


In this case I find it a shame if chariots (and ships) would remain like this and especially if other eras would e re-balance/balanced like this


Its a good point about chariots being used after the bronze-age collapse but it was rare and not effective at all. E.g.: the Persians were using it more out of tradition and despite having numerical advantage and having heavy infantry of their own they got creamed by the Macedonians (though they did use the chariot yes with relative success even thouhg it was a heavy modified version of what was used in the antique)


Heavy cavalry would likely be too early for Ancient Era - I would imagine these as follows:

1. First combat cavalry in Tier 1 Classical Age (we have larger horses bred by then)

2. Heavy cavalry as an upgrade for the above at tier 3 Classical Age

3. Knights at Tier 2 Medieval Age (as is already) to upgrade these

But I am totally OK with current cocnept of having cavalry in Tier 2 Classical Age and then Knights at Tier 2 Medieval Age - I am sure there are some culture specific heavy cavalry updates in there to fill in the gap and provide heavy cavalry in between


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4 years ago
Jan 28, 2021, 12:36:32 PM
Salterius wrote:
They are mostly combined. As I stated, chariots are effectively stronger than classical era infantry, so having them where they are makes sense, once you get them you can pretty much use them for combat in classical era, I don't remember if they get upgraded into horsemen, though, but you can still effectively use late era units against early units of the next era.

Not (yet) for Horsmenship: provides only scout riders no economic benefit - but we would skip this tech anyhow when going for chariots as it would just take forever otherwise: better to go with Carpentry which does provide economic benefit


Thing is we also need other techs to get charriots on the road (they also provide) ;) We need Bronze working as well as Domestication - will show the scenario below

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4 years ago
Jan 28, 2021, 12:48:32 PM

You take the concept of the Era too literally. In real history, there were no watersheds between the Eras. In Europe, the Bronze Age began 10,000 BC, and in Mesoamerica it lasted until the arrival of the Europeans.

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4 years ago
Jan 28, 2021, 1:01:57 PM

Ok here is what I found from a game where chariots were the main focus (get them out as soon as possible within Ancient Era

  1. Player reached Ancient Era at Turn 11 - waiting another 2 turns to beef up and have many scouts for next era to expand quickly (this is all good I would say a typical strong start)
  2. Entered Ancient Era at Turn 13 with two outposts (both on fertility lands with forests and rivers around) and 5 scouts
  3. There are 3 cultures all of which have their unique unit tied to chariot and do not appear sooner - this makes sense as the chariot marked the beginning of this unit type (maybe tanks down the line or heavy cavalry as suggested above)
  4. Targeting chariots below with following tech sequence
    1. Carpentry Tier1
    2. City Defense Tier1
    3. Bronze Working Tier2
    4. Domestication Tier1
    5. Wheel Tier3
  5. Took 17 turns to get through the above chain for the player (I was estimating 18 turns so this is slightly better)
  6. Chariot also requires 1 horse and 2 copper strategic resources so these exploitation needed to be built but lets say these only take a single turn as they were rushed
  7. Production of chariot takes 6 turns per unit and since its not an upgrade we cannot shift production to earlier phase and upgrade later. We can also not rush the production as it takes >300 coin per unit a sum which a player at turn 30 will not be producing due to neglected tech. Example play had +23 coin per turn at Turn 33 withouth these techs and improvements. Deers and mamuts have been hunted extensively but were only sufficient to rush luxury resource depos and a couple of cities
  8. In order to rush we need money as well so the top two techs were also needed for artisans quarters and markets - added +5 Turns - this means we are back to 6 turns again as if we would have produced normally
  9. Player reached Classical Era at Turn 33 (20 turns for Ancient Era is normal I guess for an aggressive play-stile)
  10. First chariot rolls out at Turn 36

Summary:

1. If chariots are prioritized and

2. If all 3 strategic resources are available or can be traded

3. a faction can roll out its first chariot around 3 turns AFTER Classical age has been triggered.

4. The faction thus needs to stick around for at least 3 turns in average to get a single chariot on the map while in Ancient Era


I know this is a complex mechanism and several points will likely change

But who would mind if chariots would be placed to Tier 2 instead and thus min 4 turns would we shaved off the above rollout placing them confortably into Ancient Era?


Strategic resource requirements can stay the same to make it still very circumstantial though considering that this units is a specialty for 2 (plus Egyptian which is another unit but enabled via the same tech) if might also be beneficial to reduce copper need to 1 - though I don't really mind this myself


Can do the above also for ships but there it is already clear from the start that no overseas expansion is allowed in classical era for the time being

Updated 4 years ago.
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4 years ago
Jan 28, 2021, 1:08:41 PM
Zumwalt wrote:

You take the concept of the Era too literally. In real history, there were no watersheds between the Eras. In Europe, the Bronze Age began 10,000 BC, and in Mesoamerica it lasted until the arrival of the Europeans.

Yes that is true. I am only considering the era of the current player we are not considering the others around in this regard


Like I said, the game goes into great lengths to convey the current era and culture played and thus the shifting of such a unit into Classical age is more pronounced then in other similar titles


Just from a player point of view (or the POV of the AI), we are dealing with an Ancient Era unit that will likely never be rolled out in that Era (mechanical complaint) - the era where it was a defining feature (historical complaint)


Its like placing a tank into industrial revolution era when it will only be realistically deployed in the next era (dont know how they will call it- modern era maybe) - though in that case it would end up in its proper (historical) era in the end :)

Updated 4 years ago.
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4 years ago
Jan 28, 2021, 4:55:59 PM

Chariots are somewhat of a poster child for Ancient Era for me and they were very much outdated by Classical Era (that is why I noticed this)


Mechanically it is unfortunate that 3 cultures rely on this tech for their era specific unit (probably because it is so embalamtic for the era :) and will not field these units in that era unless major rebalancing is done.


If there werent so many cultures affected and a lesser type of unit like spearman or cavalry I woudl still not recommend putting it onto the 3rd tier (unless upgrade of tier 1 of same age -  might as well put it then toTier 1 of the next age as in that case it is realyl not meant to be used in the previous age anyhow (again unless research cost increase reduces massively or eras are longer etc...)


As for ships: the entire naval minigame is likely not done yet and sicne I saw the otupost creation icon for combat ships I hope they were planning to allow that feature (maybe via tech) till the final version. If that is the case we have a super start and only need to get ships out sooner - pushing ther first tow ship types to Ancient tech tier 2 is enough to get the ball rolling in Ancient Era as it should (especially if a player chooses a naval focused nation that are alread availble then)


As for future eras, I just hope they follow the same priciples used for Medieval and Early Modern (merge several base units into single tier 1 tech, advanced units on tier 2, no new unit category at the end unless upgrade of tier 1) - those are nicely designed in this regard

Updated 4 years ago.
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4 years ago
Jan 30, 2021, 9:55:33 AM

Thinking on Chariots being too situational due ot their strategic resources requirement and ignoring the tech position now - it does seem very resrictive cnsidering here are 3 cultures that rely on this unit for heir special


It does feel right to have a higher strategic resource requirement then spearmen and once the AI gets better it will likely be feasable to actualyl trade for the copper in Ancient era already (currently the AI does not seem to manage to extract that resrouce so early). Once trading is ongoing it also feels right to have chariots for nations that are either very lucky as for their region or are actvie in trade as historicalyl the unit was utilized in or very close to trading hubs


So... what if the amount of strategic resources were swapped around and charriot requiring 2 Horses and 1 Copper? Would make sense as far  as visual represenation goes for the horses :) + they would not need more Cooper then a battalion on spearmen

Or: Just have 1 Horse and 1 Copper requirement - this is still 1 horse more then for spearman


The latter could also be a mechanic: advanced units would gradually increase in the number and type of strategic resrouces they require making trade increasingly more important:


Mounted:

Ancient

  Scout Rider: 1 Horse

  Chariot: 1 Copper; 1 Horse (from 2 Copper; 1 Horse)

Classical

  Horsemen: 2 Horse

  War Elephants: 2 Copper (elephants do nto make much sense as strategic resoruces so I agree if they dont plan to have it)

  Upgraded Horsemen (if any): 1 Copper; 2 Horse

Medieval

  Knight: Iron; 2 Horse

  Upgraded knight: 2 Iron; 2 Horse

Early Modern

  Dragoon (new base unit): 1 Iron; 2 Horse; 1 Saltpetre


Infrantry:

Ancient

  Spearmen: 1 Copper

  Upgraded warrios: 2 Copper

Classical

  Swordsmen: 1 Iron; 1 Copper (from 1 Iron)

  Upgraded Swordsem (e.g: Praetorians): 1 Iron Copper (from 1 Iron)

Medieval (we have a gap here in terms of strategic resoruces due to the transtion)

  Great Swordsmen: 2 Iron

 Early Modern

  Arquebusiers: 1 Iron; 1 Saltpetre (dont know if they need iron)

  Musketeers: 1 Iron; 2 Saltpetre (dont know if they need iron) 


Nturalyl it would be very imporant in general to signla the strategic resource requirement of the units on culture selection screen so that hte plaer can make an informed decision on their next culture depending on their current access to resoruces

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4 years ago
Feb 28, 2021, 8:57:12 PM

Normally these games have a long or "slow" option in the game setup menu that resolves issues around pacing but this does not always do the intended purpose and wouldnt work here without some careful consideration


If both research and production times are increased then the relative deployment time of new units still takes place at the same era segment or even earlier as expansion and unit movement is "faster" and thus the stars are accumulated faster


A Slow/marathon/Long mode could look something like this for this game and serve as a simple patch for the above issues:

1. Increase star requirement threshold by x%

2. Increase reaserch time for all tech by the same (x*75)%

3. Leave production times at the same level

4. Ensure there are enough anomalies to rech Ancient Age for all empires with the increased star requirements


This way relative tech progression within each ear is faster (by 25%) while each era take longer (x%)

Empires have more time to spread around and build cities, improvements and units as production stays the same but this is Ok as the game would be too sluggish and boring otherwise

If a uniqe unit is found at the end of an Era tech semgent, it will thus have more time to be researched, produced and utilized at the cost of each era and research segment genreally taking longer (which is fine for a lot of palyers I guess who like to take their time)

Updated 4 years ago.
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4 years ago
Mar 11, 2021, 4:24:10 PM

Throwing in my 2 cents: I see both sides here, and agree with both.  This issue kind of comes down to how the devs choose to balance the cultures.  


Making all emblematic units researchable early is easier to balance.  Emblematic units are kind of the "baseline uniqueness" of each faction, so giving them to the player soon after a culture is adopted is a great way of getting the player "immersed" in that culture, letting them FEEL like they are now this culture that they have picked.  If you give the player their EU too late in the era, then they don't get enough time to use it, and the novel effect of being this new culture is lost.


HOWEVER: The better (imo) option would be to play it by ear to the balancing of each culture.  When the player advances to a different era and becomes a different culture, the player needs to FEEL the change.  This can be done by the culture's EU, unique techs, unique mechanics, or unique buildings.  If it is decided that one or all cultures should get their EU later, then SOMETHING unique to that culture needs to be attainable early in the era, to keep the player's sense of advancement and cultural uniqueness intact.  Even more ideally, would be that this change is different depending on the culture or even on the "culture type" (economic, militaristic, scientific, etc).  For example, militaristic cultures get their EU earlier in the era, economic cultures could get a unique eco building earlier, scientific cultures unlock a unique tech earlier, etc.


The baseline message here is that each culture needs to feel unique as soon as you pop into that era and culture.  Giving everybody their EU earlier is a quick and easy method to accomplish this, but the more "interesting" and culturally-friendly method would be to plan out these unique techs/buildings/units, and place them in the era's tech tree according to which culture affinity they are, so that the player never feel like they have to wait and unlock something unique before truly becoming their culture.  (an example is AOE II, in which large differences in factions don't start to emerge until age III, everybody is more or less generic (with small quirks) until then.)

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4 years ago
Mar 11, 2021, 8:36:22 PM
LeMecDePhalanx wrote:
Emblematic units are kind of the "baseline uniqueness" of each faction, so giving them to the player soon after a culture is adopted is a great way of getting the player "immersed" in that culture, letting them FEEL like they are now this culture that they have picked.

That is also a very good point.

Add to this that it can very well be that a late tier unique unit it followed up by an early tier unique unit of another culture which ceartantly messes with the sensation of playing out the unique unit of the previous faction (if the sensation is still there at all in this scenario as the playder has already moved onto a new more reelvant culture)


To be fair: there is a mitigating factor here as each base unit and I guess some buildings also gets a visual makeover when a new culture is applied which should lend a nice boost to the feeiling mentioend above, but the main attraction remains of course the unique faction unit that needs time to shine while its relevant culture is still being played

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