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SofaKing
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One area that could use some fleshing out is the Industrial Age. While the Ancient Age has 4 useless techs (provide nothing except as the pre-requisite for other techs), and the Middle Ages has 3, the Industrial Age has a whopping 7.
I know the editor can be used to fix this. However, in order to facilitate easier mutliplayer games, I think a standard fix would be useful. My sugestions are:
Radio - Broadcast station (2 unhappy citizens made content, culture generator)
Steel - make this the pre-requisite for Artillery (Replaceable parts give so much anyway)
Corporation - Commodities Exchange (Increase the efficiency of wealth. As a builder, I alway wind up with with much more production capacity than I can use, most notably towards the end of a game. This would make wealth a great an acceptable alterative to building scads of military units.)
As for Refining, Electricity, Medicine, and Atomic Theory I'm a blank. Does anyone have any ideas?
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Iron Chancellor
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Make oil visible on the map before refining. (after all, tribesmen knew of the Transcaucasion oil fields in Marco Polo's time). Ditto for rubber. Don't let the trade/shield bonuses kick in until their current prereqs are discovered. That way, what was lying around for centuries suddenly becomes valuable.
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SofaKing
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While I agree with you in a real world sense, I think for the sake of gameplay that the resources stay hidden. I think it adds a lot of twists and excitement to the game. I'm alway keeping my fingers crossed when researching the "resource" techs.
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Bleyn
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Uhm... Electricity is not just a filler tech. It actually has a game-rule adjustment with it already. In fact its one of the more useful ones, it allows you to irrigate a square without access to freshwater.
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