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

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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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