When I research the last technology, I usually immediately stop all research and start selling libraries and stuff, because it costs me without giving me anything - except for future techs, which are useless.
But we can fix that. I thought of a few things future techs could boost globally, maybe 1% per tech:
- Trade
- Production
- Unit veterancy chance
- Unit movement points
- Unit initial veteran level(might be OP)
- City radius square(not sure if that's such a good idea)
There's obviously a lot more. I think each of these, and how much it is increased per future tech, could be defined in either game.ruleset or techs.ruleset, like this:
Code: Select all
[future_techs]
trade = 1
production = 5
unit_move = 2
This would increase total trade output by 1% per future tech, production in every city by 5% per tech and unit movemen points by 2% per future tech.
Tell me what you think!