hmm, I just saw pbem16 and pb20 in oyour sig, I need to read them.
I do think SPI is leaps and bounds above other civics. but its probably less overpowering than FIN is in vanilla, so thats ok. I think you've done as good as a job as possible to make "all traits/civics" viable, insofar as make them all viable is just an impossible goal, imo. But you've done far better than I could have, and I think that shows you have a better understanding of game mechanics than I do (evidence: my rant in the early stages of pb8 on protective and how we got screwed by it. Now that we're 100+ turns in and I've played with it a bit, I love PRO in rbmod).
That said, I still think the goal of preventing "one right best strategy" fell short - you just changed what that one right strategy is. And of course it might be different based on the map.
I was only talking about rbmod here. Obviously I think FS is very viable in vanilla. its probably the only viable late game civic in most games, whereas environmentalism is almost always unplayable - and the two have just switched places in rbmod. I see your point about specific situations where towns would be necessary - I am just not sure that would happen very often. if EVERYBODY is really lacking in land, then I think you're still better off with hammers and food (and rep/environmentalism powered specialists for tech) and grabbing everyone elses land. if only YOU are lacking in land (i.e. scooter and Brick in pb5) I think you're screwed long term, regardless.
I think FS suffers because cottages aren't practical long term in rbmod. assuming you have the tech to unlock them fully, specialists are better for tech, and allow you to use workshops and mines for hammers - with both slavery and drafting nerfed, hammers become even more critical. without towns, both free market and SP become so much better for your economy than FS.
That requires a lot of medieval techs, of course, so if the game ends earlier\doesnt reach that stage, cottages/towns can be much more powerful. in that situation, though, FS probably isn't unlocked (since it requires scientific method). maybe making FS available sooner (liberalism) and environmentalism later would be good?? I don't know.
anyway I'm just splitting hairs, I like the rbmod now that I've played it a bit. its almost like a new game, fun to figure out correct strategies . I'm sure you could find a situation where FS is very useful, just like you could find some weird situation where environmentalism is useful in vanilla, I just don't think they are that common.
I do think SPI is leaps and bounds above other civics. but its probably less overpowering than FIN is in vanilla, so thats ok. I think you've done as good as a job as possible to make "all traits/civics" viable, insofar as make them all viable is just an impossible goal, imo. But you've done far better than I could have, and I think that shows you have a better understanding of game mechanics than I do (evidence: my rant in the early stages of pb8 on protective and how we got screwed by it. Now that we're 100+ turns in and I've played with it a bit, I love PRO in rbmod).
That said, I still think the goal of preventing "one right best strategy" fell short - you just changed what that one right strategy is. And of course it might be different based on the map.
I was only talking about rbmod here. Obviously I think FS is very viable in vanilla. its probably the only viable late game civic in most games, whereas environmentalism is almost always unplayable - and the two have just switched places in rbmod. I see your point about specific situations where towns would be necessary - I am just not sure that would happen very often. if EVERYBODY is really lacking in land, then I think you're still better off with hammers and food (and rep/environmentalism powered specialists for tech) and grabbing everyone elses land. if only YOU are lacking in land (i.e. scooter and Brick in pb5) I think you're screwed long term, regardless.
I think FS suffers because cottages aren't practical long term in rbmod. assuming you have the tech to unlock them fully, specialists are better for tech, and allow you to use workshops and mines for hammers - with both slavery and drafting nerfed, hammers become even more critical. without towns, both free market and SP become so much better for your economy than FS.
That requires a lot of medieval techs, of course, so if the game ends earlier\doesnt reach that stage, cottages/towns can be much more powerful. in that situation, though, FS probably isn't unlocked (since it requires scientific method). maybe making FS available sooner (liberalism) and environmentalism later would be good?? I don't know.
anyway I'm just splitting hairs, I like the rbmod now that I've played it a bit. its almost like a new game, fun to figure out correct strategies . I'm sure you could find a situation where FS is very useful, just like you could find some weird situation where environmentalism is useful in vanilla, I just don't think they are that common.
Please don't go. The drones need you. They look up to you.