#Move Science Projects to Backend System Based on Launch Pads

10 messages · Page 1 of 1 (latest)

mortal carbon
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The modern age military victory is the only one in the modern age which requires some kind of strategy to full off effectively but it has a pretty big issue with it.

If I want to capture 7 enemy territories reasonably quick I would need good science and production to get higher tier troops and planes. But if you can get planes quick enough that means you got high science. So if your goal is just to win why would you even pursue a military victory when instead you can just do 4 quick projects and you don't even need to build more than launch pad?

I think to make military more viable of a win condition to pursue I feel that the science needs to have a system where each project for science is done in the backend and not in your production menu for the city. This should then be based on how many launch pads/ science buildings you have.

In my opinion culture could use a similar overhaul as it has the same problem. Why would I pursue a military or ecnonomic victory when science or culture is easier. I think you must be required to commit to a certain win condition not in a sense where you pick it from a menu at the start of a game but more where if you dont commit you won't win. At the moment there is not much stopping you from pursuing multiple victories.

leaden oak
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You don't need research or production for the 20 points, even in regroup, enough carry over

undone scarab
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In multiplayer we have pretty much the opposite problem of this, since 1.2.5 military victory is by far the fastest victory condition and everything else is too slow to be viable against a good military victory setup

distant rivet
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4X games aren't just 1 person playing to victory. There's other players trying to win too. The advantage of military is that it can stop another player winning too. That's enough for it to be not as good as science in a pure sense IMO.

mortal carbon
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Well I’m able to win a scientific victory in around 60 or so turns and culture not much more than that. So if you are winning a military victory quicker than that then that’s pretty nuts tbh

There’s a mod out there for military victory rework where the points you get is dependant on pop size, it might be worth making that base game and then also implementing the features I suggested. This will make all the victories take longer and require more strategy

distant rivet
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I’m specifically saying military victory is designed to be slower than the others. Because it’s more powerful. You try winning a science victory in 60 turns when I have tanks at your capital!

mortal carbon
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The AI doesn’t play like that even on immortal or deity. Past the antiquity age I hardly get a war declared against me which just means you can sim city and this is what makes science so quick.

Science needs to be less based on science per turn and more on how many launch pads you got.

Of course military can be fast as well especially if there is 7 coastal/ island settlements but if that is not the case then it is much faster to research the techs to win a science victory and do several projects which barely last 20/25 turns collectively.

In my post I’m not saying military victory is perfect but science/ culture is too quick and winning those requires no real strategy compared to military and they are more reliant on how you performed in previous ages

distant rivet
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You'd be making science much harder on tall empires compared to wide ones. I think they can surely tinker with the legacy paths and victory conditions but that's not the solution imo.

leaden oak
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I always win domination extremely quickly before I can even unlock new units, I usually get half my points before the ideologies

mortal carbon
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Well one things for sure and that there is a problem with the victories. Which is puzzling as to why there’s some downvotes