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Age of History 3
Marerjh

Technologies have to be rebalanced...

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This is not a criticism, just describing my observations.

The time-lapse shows that in 1380, Badajoz unlocked 52 technologies, while Cardenya unlocked 46. I want to say that absolutely everything is wrong here. 

  • First of all, riflemans, grenadiers, and modern artillery in the 14th century is absurd!
  • Secondly, the gap in technological level is simply incredible, especially given that the older the period, the greater the importance of each technology (there are as many technologies from agriculture to World War II as there are from World War II to the future). It turns out that rich civilizations simply leave no chance for poorer ones. A rich civilization has a higher maximum research speed (due to the development of the capital) and more libraries (because it has more money).

Technologies, obviously, has to be pinned to certain years. Researching a technology that is ahead of its time should take longer because of the increased cost, and the greater the difference in years, the exponentially greater the penalty. Thus: 

  • rich civilizations will not be able to advance much further than poor ones because of the huge penalty to the cost of researching technology
  • technologies will be appropriate to the era

But in reality, I still think this is not enough. Perhaps the cost of technology for regional powers should be reduced if these technologies were discovered by a major powers? Or if a neighboring civilization has already explored it. I think this is logical and interesting.

I would like to note that technology is literally a key element of the game, both in Age of History 2 and Age of History 3. I wouldn't want to be bombed by Carthage while playing as ancient Rome.

Edited by Marerjh

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On 9/28/2024 at 9:14 PM, Marerjh said:

This is not a criticism, just describing my observations.

The time-lapse shows that in 1380, Badajoz unlocked 52 technologies, while Cardenya unlocked 46. I want to say that absolutely everything is wrong here. 

  • First of all, riflemans, grenadiers, and modern artillery in the 14th century is absurd!
  • Secondly, the gap in technological level is simply incredible, especially given that the older the period, the greater the importance of each technology (there are as many technologies from agriculture to World War II as there are from World War II to the future). It turns out that rich civilizations simply leave no chance for poorer ones. A rich civilization has a higher maximum research speed (due to the development of the capital) and more libraries (because it has more money).

Technologies, obviously, has to be pinned to certain years. Researching a technology that is ahead of its time should take longer because of the increased cost, and the greater the difference in years, the exponentially greater the penalty. Thus: 

  • rich civilizations will not be able to advance much further than poor ones because of the huge penalty to the cost of researching technology
  • technologies will be appropriate to the era

But in reality, I still think this is not enough. Perhaps the cost of technology for regional powers should be reduced if these technologies were discovered by a major powers? Or if a neighboring civilization has already explored it. I think this is logical and interesting.

I would like to note that technology is literally a key element of the game, both in Age of History 2 and Age of History 3. I wouldn't want to be bombed by Carthage while playing as ancient Rome.

you like this idea ? 

Technological Progression System

1. Era-Specific Technologies

  • Technological Tiers: Technologies should be divided into tiers corresponding to historical eras (e.g., Ancient, Medieval, Early Modern, Industrial, Modern).
  • Timeframes: Each technology should have a specific year or range of years in which it is appropriate to be developed. For example, riflemen and modern artillery should not be available until the 18th or 19th century.

2. Research Costs and Penalties

  • Increased Costs for Ahead-of-Time Technologies: Researching a technology that is not appropriate for the current era should have significantly higher costs and take longer. The further away a technology is from the current year, the more the cost and research time will increase.
  • Exponential Cost Increase: Implement a system where the cost increases exponentially based on the time gap. For instance, if a technology is 100 years ahead, it might cost double or triple the normal amount.

3. Regional Power Research Bonuses

  • Local Contextualization: For regional powers, the cost of technologies discovered by major powers should be reduced if they are located within a certain range. This reflects the idea that smaller or less powerful nations can learn from their more advanced neighbors.
  • Neighboring Discoveries: If a neighboring civilization has already researched a particular technology, the cost for other civilizations in close proximity should decrease, allowing for a more organic spread of technological advancements.

4. Technological Sharing and Collaboration

  • Diplomatic Options: Introduce mechanics that allow civilizations to share or trade technologies through diplomatic agreements, alliances, or other interactions. This would encourage players to engage with one another rather than solely relying on their own research capabilities.
  • Cultural Exchange: Countries with high cultural influence or trade relationships might also experience a bonus in technology adoption, further reflecting historical trends of technological diffusion.

5. Game Balance and Fairness

  • Maintaining Balance: Ensure that while rich civilizations have the capacity to research quickly, they should face significant penalties for attempting to jump ahead technologically. This prevents scenarios where a wealthy civilization becomes overwhelmingly dominant due to advanced technologies.
  • Encouraging Strategy: Players would need to strategize not only how to advance their technology but also how to mitigate the advantages of wealthier neighbors, fostering a more engaging and competitive gameplay experience.

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On 10/3/2024 at 10:11 PM, SamDerminji said:

you like this idea ? 

Technological Progression System

1. Era-Specific Technologies

  • Technological Tiers: Technologies should be divided into tiers corresponding to historical eras (e.g., Ancient, Medieval, Early Modern, Industrial, Modern).
  • Timeframes: Each technology should have a specific year or range of years in which it is appropriate to be developed. For example, riflemen and modern artillery should not be available until the 18th or 19th century.

2. Research Costs and Penalties

  • Increased Costs for Ahead-of-Time Technologies: Researching a technology that is not appropriate for the current era should have significantly higher costs and take longer. The further away a technology is from the current year, the more the cost and research time will increase.
  • Exponential Cost Increase: Implement a system where the cost increases exponentially based on the time gap. For instance, if a technology is 100 years ahead, it might cost double or triple the normal amount.

3. Regional Power Research Bonuses

  • Local Contextualization: For regional powers, the cost of technologies discovered by major powers should be reduced if they are located within a certain range. This reflects the idea that smaller or less powerful nations can learn from their more advanced neighbors.
  • Neighboring Discoveries: If a neighboring civilization has already researched a particular technology, the cost for other civilizations in close proximity should decrease, allowing for a more organic spread of technological advancements.

4. Technological Sharing and Collaboration

  • Diplomatic Options: Introduce mechanics that allow civilizations to share or trade technologies through diplomatic agreements, alliances, or other interactions. This would encourage players to engage with one another rather than solely relying on their own research capabilities.
  • Cultural Exchange: Countries with high cultural influence or trade relationships might also experience a bonus in technology adoption, further reflecting historical trends of technological diffusion.

5. Game Balance and Fairness

  • Maintaining Balance: Ensure that while rich civilizations have the capacity to research quickly, they should face significant penalties for attempting to jump ahead technologically. This prevents scenarios where a wealthy civilization becomes overwhelmingly dominant due to advanced technologies.
  • Encouraging Strategy: Players would need to strategize not only how to advance their technology but also how to mitigate the advantages of wealthier neighbors, fostering a more engaging and competitive gameplay experience.

@Łukasz Jakowski

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