
chrstgtr
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chrstgtr last won the day on August 7
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AlexHerbert started following chrstgtr
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You’re arguing against a straw man. Very few people want to eliminate things the way you’re saying and most that do get ignored (for good reason). The loudest the multiplayer community ever was was right after a24 got released and a lot of that was because features got eliminated. Note, when that happened a lot of SPs and devs initially dismissed the complaints before coming around later. The most you hear now from the MP community now is that champ cav is OP, which no one has really found solution to. The other recent thing I’ve heard is reza saying fana is OP to which most people told him he was wrong. MPs will regularly say things like certain techs like “spies”are useless but even there it’s not like the SP is saying how great they are.
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I like the way you have it now. (I generally don’t like techs that have a negative effect on something else but I recognize that’s mostly a personal pet peeve)
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100% agree. I actually suggested something similar the other day in another thread for how we could improve Ptol’s library. I don’t think it has to be a paired tech per se but it makes a lot of sense for it to be one. Maybe these meta techs are places where paired techs work well in general. Nice to see you implemented something similar.
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“Purists” say that because people often come with assumptions that are just plain wrong. You can see that in this thread. Multiplayers often have this perspective because they naturally see more strategies than any single player can. In one game, a multiplayer can see 8 different strategies while a single player can only see one. Multiplayers also push one another to become better in a way that doesn’t exist with SP. It’s not unreasonable to say learn what already exists instead of crowing for something “new” that already existed and might break the game for others.
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I think they theoretically could make sense. For example, if you started out as a base Hellenic civ that you couple develop into Athens or Sparta with unique features then that would be pretty cool. But for simple techs I think it takes away from the cat and mouse game where players adjust their strategies in response to the other because tech pairs, by definition, eliminate future choices. One of the main problems I have is that people want new, novel features and never consider whether those novel features actually make any sense.
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Which is actually an appropriate suggestion if the problem he say exists actually existed. I think more expensive eco techs with shorter train times probably make sense at some phase(s). Right now, you get little benefit by forgoing techs to phase faster and that shouldn’t be the case. My big point is that tech pairs are a really awful “fix” to basically any problem.
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No, YOU miss the point. Players often oscillate between getting a tech in one game and forging it in the next. You are complaining about a lack of strategies when you don’t use ones that are already available. Literally none of this requires a tech pair instead of just adding more techs. When you research a tech matters. You all both looking at this from a one dimensional view of if it can be researched and ignore all timing dimensions.
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Even at baseline gather rate, you would still be much slower if everyone else has an access to a tech to make berries faster. Tech pairs sole purpose is to eliminate this choice, which is why I entirely dislike them. Everyone doesn’t research every technology. Even for the techs that most people do get, they don’t get them at the same time. I suggest you look inward and question whether you are yet to discover other strategies that other players have. And, if the situation you describe did occur (which it hasn’t) then you could just adjust cost/benefits so that it doesn’t happen every time for every player.
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It’s also why I dislike how you can only train a hero once. Different heroes might be best at different phases of the game and I shouldn’t lose the ability to adjust back and forth within the game. I can understand if your enemy kills your hero but I am talking about a situation where I voluntarily want to change heroes back and forth.
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It isn’t. You have lost the choice to do that and the strategy associated with that. Every civ has the berry tech. It was in the game for many alphas. If I chose the hunting tech, which make berry gathering slow, and you later discover that there are a lot of harvestable berries on the map then you will be much slower than all other players that did the berry tech. Pareto is if you just add a hunting tech that makes hunting faster without eliminating the ability to be berries. As a principle matter, I don’t like anything that hinders your ability to adjust later. Tech pairs by definition do that
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But it’s not. It eliminates a road that you can take. For example, the Maurya berry or hunting tech can ruin you. If you pick the berry tech and it turns out the map is super hunt heavy and everyone goes cav hunting then you’re in trouble. Opposite is true too. it’s only Pareto if it doesn’t take away other options. I see little reason to have tech pairs as opposed to bust adding a tech
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If you win by min 10 then, yes. You are showing your ignorance in this thread. Again, I suggest you play multiplayer.
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I hate these. They make the game rigid so that you only have one way to play and can’t adjust to meet current game situations.
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Choice Choice (I also don’t research it at either of these times, most of the time) ——- Just because you always research a tech doesn’t mean that there isn’t a choice involved in when you research it. You have a very simplistic view of the game that doesn’t represent the myriad of other choices out there. You can rush, you can phase up fast, you can skip techs that you don’t need, you can skip eco techs in favor or military techs, you can skip techs in favor or getting more pop, you can skip techs in favor of more buildings If things were as simple as you say everyone would have more or less the same economy, which isn’t obviously true.
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Thanks for the explanation. That’s more appealing than how you initially explained it and I could be in favor of something along the lines of what you say above. One suggestion I would have is to add a reduction in research time tech. That could open up some new build orders. For example, a player could choose to build only one blacksmith since the techs will research faster, so more diverse buildings will now be built. Alternatively, a player could build multiple blacksmiths and use them to guarantee that they have the best military techs for a p2 push. I think it probably also makes sense to make the library available in p1. That way players could really dive into the economic vs military strategy in p2. Otherwise p2 remains a transitory phase without a lot of action.