Results 1 to 5 of 5

Thread: Merge Tools & Artisan Science

  1. #1
    Veteran
    Join Date
    May 2014
    Posts
    527

    Merge Tools & Artisan Science

    Artisan Science can be used for particular strategies for sure, but using it just to get -1 construction time seems to be the most common; it's a quiet-use science.

    However as it happens, Economy has 6 science types to the other two Science's 5 science types. If we merged Tools and Artisan (perhaps with a little nerf, and perhaps not), then all Sciences would have the same amount of types, and the Construction Time/Cost bit would be in more engaged use. Thematically it fits as well.

  2. #2
    Post Fiend
    Join Date
    Apr 2019
    Posts
    108
    Econ has 6 science types, but you don't put as many books in it as with the other categories. Income and wage reduction, for example, both affect kind of the same thing, so sometimes books are better spent on the latter (and people don't put as many books on wages, anyway), while production is very important to some builds (mages and clerics, for example) and not so much for others (undeads?).

    And yes, of course, the other two types of science are also important to specific builds. But you can allocate scientists in that case, whereas everybody needs economy.

  3. #3
    Veteran
    Join Date
    May 2014
    Posts
    527
    It seems to me that the three personalities that need to heavily invest in Arcane science (Heretic, Rogue, and Mystic) have Revelation precisely because they need to spread out all their science points more broadly.

    Now true - everyone is going to invest in Economy, but it seems to me that everyone invests in other categories as well, to a degree. T/Ms won't invest much if anything in Offence or Gains; while I wouldn't expect Attackers to be investing in Cunning. Artisan science simply has the particular weirdness of only being worth the investment of very few points, and then potentially of any class or strategy type invests in it again. It just might as well not be there.

  4. #4
    Newbie
    Join Date
    Nov 2018
    Posts
    3
    Getting -1 Day Construction Time is fairly straight forward and cheap in Artisan Science, but what % Artisan Science is needed to achieve -2 Days Construction Time.
    Last edited by Clobber; 01-08-2022 at 14:28.

  5. #5
    Sir Postalot Pillz's Avatar
    Join Date
    Jul 2008
    Location
    Sinners NA
    Posts
    3,351
    Quote Originally Posted by North Southland View Post
    Econ has 6 science types, but you don't put as many books in it as with the other categories. Income and wage reduction, for example, both affect kind of the same thing, so sometimes books are better spent on the latter (and people don't put as many books on wages, anyway), while production is very important to some builds (mages and clerics, for example) and not so much for others (undeads?).

    And yes, of course, the other two types of science are also important to specific builds. But you can allocate scientists in that case, whereas everybody needs economy.
    In no way, shape, or form are income and wages sci 'basically the same'. Income and wages are not the same. Income is income. Wages is an expense.

    The rest of your post isn't worth it but

    The majority of players don't have any idea how to use science. The mechanic is easier than ever but most people apparently can't grasp how it works.

    That said, most people do still invest the majority into economy. Because it's the most important. It offers the greatest return curves. Etc.

    No reason at all to merge Construction and Tools, both do different things and have different levels of usefulness in different contexts. Leave it alone.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •