Note: All numbers listed below are examples only! They are used to display the concept behind this science system, and are in no way balanced.
I had suggested this science system several years ago and it was quite well acknowledged (even by swirve) except that it did not accomplish one goal Mehul desired of the science system, which was a benefit achieved over time by investing in your sciences. I would like to re-suggest it and have it reconsidered by the remaining community and the new devs.
Science System:
- Every player is given 100,000 books.
- The time it takes to 'learn' this knowledge does not change from the current form.
- Books can be 'unlearned' but there is a cap (10,000 books) at a shot. As these books are re-learned they replenish the 'unlearn' cap.
- Science formula would change to something like: Sci = Max*(books/100,000)*Race*Pers*Libraries. Where Sci is the actual % benefit that you obtained from that cat, Max is the set maximum for that category, books is the amount of books you have placed into that cat (from the 100k), Race is a racial bonus, Pers is a personality bonus and libraries is a building bonus.
- Science formula may have it's own diminishing implementation added into the above formula, so that bonuses are higher with smaller amounts of sci, and the more you invest the less benefit of each book until you reach the max.
- Libraries would give up to a 50% boost to science benefits (subject to DBE and BE), increase the amount of books that can be unlearned by up to 100% (subject to DBE and BE) and decrease the amount of time it takes for books to be learned by up to 50% (subject to DBE and BE).
Additionally:
- Books may be renamed to something more fitting if deemed necessary.
- Libraries may be renamed to something more fitting if deemed necessary.
- Schools would be removed.
- Learn attack would be removed.
- Books can no longer be increased/lost. Everyone would have the exact same amount.
- Amnesia would no longer cause permanent loss of books, Instead, it would unlearn 5% (rounded down to the 100's marker) of the books already learned each cast and automatically re-learned over 24h (or normal learn time). EG- 100k books learned = 5,000 books on first cast, 4,700 books on second cast, 4,500 books on third cast.
-The normal maximums for each category would have to be carefully decided.
Example:
I play a elf/mystic (no race or pers bonus/penalty to sci).
I have no libs.
I invest all 100k books into Housing. I obtain 20% (the maximum) bonus to population. I place 50k books into population, I obtain 10% bonus to population (or something like 14% with a diminishing implementation). Race/Pers/Building bonuses can increase sci above the normal maximums.
What this accomplishes:
Ideally, this accomplishes a few goals.
- Sciences can be used for varying benefits, making science a flexible source (similar to buildings) of province wide benefits.
- They can be adjusted over time to fit varying needs, but not on the fly. A large adjustment could take days to accomplish.
- Reduces game stagnation significantly by allowing continuous and equal opportunity to all players.
- Reduces the learning curve for newer players.
I am sure there are more things this accomplishes, but there is also one thing it takes away. The only downside, as Mehul himself pointed out, is that it removes the only system from the game that currently takes time to obtain benefits. You must currently invest in your sciences for them to invest in you.
Discuss.