Minor nitpick, it's actually more than 35% more. Not by much, but 38.88% is greater than 35% =P
It's just a minor nitpick, but a -50% and a +50% ratio makes it more obvious of an example: 50 vs 150 is a full +200% bonus, instead of the 100% you'd think. Yes, there's 100 points between the two, but that's not how you compare the two =P
Clearly, you're having issues with this, so let me break it down a bit further.It's not even clear to me that you understand what the purpose of guilds or TDs are, or how DBE works and why that means it would be a real dumb idea to try and replace banks with alchemy.
Guilds provide two benefits:
1: Wizards which increases WPA which increases overall chance to hit with offensive spells and chance to avoid being hit by enemy spells.
2: Guilds % directly affects the % chance of hitting yourself with personal spells, as well as increasing the duration of those spells.
Towers provide one benefit:
1: Rune production
Once you have enough runes that you can cast your most expensive spell as often as you have mana to cast it, there is literally 0 reason to have more towers, other than for sending runes to allies. As such, as you increase channeling science, you literally decrease the number of towers that are required for the same effect.
At some point, you reach a raw WPA level that becomes so obscene that it's unwieldy; no population left for peasants, thieves, or even defensive military units. The fact is that extra channeling allows one to maintain an equivalent modified WPA while freeing up a portion of ones' population for other vital tasks once you reach this point. This affects a lot of people, bothering both purely focused super casters, to attackers who simply don't have the population to waste on 5wpa raw for defensive purposes.
Everything in utopia is give and take, doubly so when it comes to population constraints. If you have more wizards, that means you have less of something else. Going from 1wpa to 2wpa can be beneficial for defenses, but 10wpa raw gets kinda silly. There's also the matter that your average attacker can't honestly justify running 50%+ guilds long term to reach these levels, meaning that it's easier for them to get a bit of channeling science, due to its' exponential decrease in efficiency, and still gain a relatively reasonable increase in overall WPA.
In a way, you're correct that these sciences supplement your buildings, but the fact of the matter is that your landmass is a zero-sum game; if you add more banks, that land had to come from something else that was also important. If you add a bit more into your Alchemy, that doesn't take up any land and means you can drop your banks by 1-3% easily, recouping the less efficient land cost, and devoting it to something else which will have a greater net benefit.
Seriously, 1% more banks is great when you start with 0%. When you're at 35%, adding 1% has a negligible benefit in most cases, meaning you're simply better off getting 10% income from Alchemy science and dropping your banks a bit.
The point is, due to the fact that buildings are literally zero-sum based, and have diminishing returns, it's simply more efficient to increase sciences a bit in one area, and decrease your less efficient buildings for something else you need more.
As such... yes, you replace buildings with science. It literally frees up more land to use, and if you're properly running an efficient province, you realize that you flat out can't have it all - you have to make strategic sacrifices, and science lets you gain some benefits at the cost of increasing your NW, making you easier to attack by someone with the same networth but lower NWPA due to lacking science; they can flat out devote a larger portion of their population to their military and thereby gain more acres from you with less risk to themselves. This is why something like the +0.5nw increase to elves this age will be a notable drawback for them. Ideally, you actually want a very low networth, but a very strong province in relation to that networth, and while science makes you more efficient per acre for cramming stuff into the same space, it also screws with the networth based gains formula.
In short... the game's a lot more complex than you seem to grasp. Everything is literally a trade-off. There's no flat, 100% straight upgrades. Everything you do, from buildings, to population, to networth, is sacrificing one thing for something else, with only the occasional hard limitation cap in place, such as building effectiveness caps or X workers possible per acre - which even that is modified by your homes to total acres ratio. Everything is a balancing act, and the more you understand that at a fundamental level, the easier a time you'll have attaining a more overall efficient balance.
EDIT: Sorry, I forgot to mention about the TD's, since you mentioned them specifically. Once you attain a reasonable reduction in thief deaths per operation, then additional TD's becomes inefficient, especially in terms of trying to gain extra modTPA. At that point, you're flat out better off capping your TD % and devoting it to crime science instead if you want a higher TPA, or even a better economy. Hell, at a certain point, homes will actually increase your TPA more than extra TD's due to a greater efficiency % for your buildings due to lower jobs available and higher population to spend on peasants/thieves, meaning more income to replace dead thieves and a greater rawTPA. The point is simply that the balancing act is simply too complex to state "more TD = good".



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