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Gammaray fan
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Perhaps you could have a situation where a Great Artist can allow for the creation of special units, but this takes away from the strategy of the game. Practical sciences whether instituted through a slider bar or by selection from three checkboxes upon commencing research of a tech allows for this choice, thereby creating continuing STRATEGY throughout the game.
A major concern of many people is to counter militarists, but an even greater concern is to maximise the places in the game where the player can ACTIVELY choose and decide his/her strategy. The Tech tree was the greatest example of choice and was the greatest invention in CIV. Civ3 is a new game, and more choices are needed. (By the way SE from SMAC was an example of choice) - people always like choice!!!
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Gammaray fan
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Zealot,
I cannot see how selecting one box from three (low,normal,high practical science) every time you research a military tech is micromanagement!?!
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Gammaray fan
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Grumbold,
I can see the advantages of your model. It allows a player to pick and choose bonuses to their units but their is one MAJOR drawback. Namely, it requires HEAPS of minor techs. You would essentially need 4 or more minor techs (assuming units start weak you would need two upgrades for attack and defence - weak to normal, normal to strong)for every military unit in the game. That adds up to about 80 or more minor techs! Although this might not be so bad for the player, it means the AI will have 80 or more techs to choose between! And additionally, how would you represent the different strengths of identical units on the map!? With the practical science model, strong, normal, or weak, would simply be represented by a different coloured circle next to the health bar. Perhaps red, yellow or green. Answers Grumbold!
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Gammaray fan
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Grumbold,
What I meant about the AI was how would you program it to be able to intelligently decide whether to research +1 attack and +2 defence, or +2 attack and +1 defence, or +2 attack and +2 defence and so on...
With the practical science model, the AI only needs to choose whether he wants a strong unit (+1 attack +1 defence) a normal unit (0,0) or a weak one (-1,-1). This can be easily decided by making the AI compare how far behind the leading civ it is lagging in science, and calculating how many squares of each terrain surround its cities (radius) ie. lots of sea + not lagging behind in science = better ships.
With your model however, the AI has to pick not only between strong, weak and normal, but all the variations in between. Crucially, these variations do not always alter the time it takes to research (+1 attack, 0 defence) and (0 attack, +1 defence) are the same in terms of research time. Therefore the AI must do the impossible and THINK about which values would fit best into its STRATEGY (it can't have one because it can't think ahead). THIS is the AI problem I was referring to. Perhaps you can think of a way around it? 
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