darrelljs Wrote:The key to a specialist economy isn't beakers from the specialists, it is beakers from lightbulbing.
Gotcha, I've never tried a dedicated full-blown lightbulbing plan. I don't see where it really translates to military tech, though? Great Scientists will lightbulb some combination of Philosophy, Paper, Education, and Printing Press, all builder techs. That does get to Gunpowder, but muskets are only so-so (no City Raider) against longbows. What do you do next - Liberalism for Chemistry? Engineering is a pricey prereq for that though.
Quote:I've toyed around with a couple of scenario ideas to test this out. The best I could come up with is a neutral trait builder like vanilla Hatshepsut (definitey no Financial and no Philosophical) and you are either assigned or given the choice on which type of economy to run.
There could be material for an Epic there, for sure. We've had events in the past asking the player to choose between several scoring paths. Or it might fit well as a pair of competing SG teams.
Sure, a hybrid economy is usually the most natural choice. Usually a civilization runs primarily cottages or primarily specialists with one city being the exception. A cottage economy runs one GP farm city (National Epic), and a specialist economy runs towns in the capital (which are more mature from starting earlier and multiplied by Bureaucracy.) I think this can be handled with simple variant rules, though, and let the players work out the rest. If you choose cottages, the National Epic, Great Library, and Pacifism are forbidden. If you choose specialists, Bureaucracy and Free Speech are off the table.
Hatty isn't neutral for traits though. Spiritual helps the specialist game plan by allowing free flips in and out of Caste System and Pacifism. The most neutral traits are Organized and Creative -- and that pair doesn't come together. Best might be Organized / Expansive (Caesar) or Creative / Expansive (Cyrus).
I'm not up to sponsoring such a game, but I'd probably play it...