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I watched reviews of game play if you skip tech or do not pick up a tech game was designed to behave like that for some reason to make people think i guess and lock people out of future tech that would been possible with that tied to older research.
so you looked your self out of tallow product due to skipping candle and answer is that was designed that way.
I also was watching some reviews of civ 7 and it seems they may be doing this also in there new game also so.
its consider feature not bug i guess.
Appreciate the measured response. Some weirdly aggressive replies from other posters here to a fairly harmless question.
Trade is a great shout, and for a world in the middle ages or earlier makes a ton of sense. But when I've got to the stage of researching modern tech, it seems very bizarre that I'm still locked out of making candles or tallow.
Potential solution is to introduce tech trading, allowing people to buy tech off other nations.
Also reckon this needs explaining more in-game. Candles were a huge part of civilisation before electricity. It's almost a no-brainer that you'd develop candle-making at some point. So not being able to research them through several different tech routes seems like a bit of an oversight, especially considering the ability to skip techs and fast track to the next era is a game feature.
Such an enormous tech tree with tons of resources, materials, goods to produce - not easy to keep track of it all. Rock solid UI/tooltips are vital here. Hopefully devs scan these forums for feedback.
You will still miss out on wonders that require candles, if there was any so.
In other words, it is no longer clicking the next turn button and push through the game without reading, planning and strategizing (if that is a word).
i don't think the tech tree is that big but definitely adding easier ways of scanning information will help with the user's ability to plan a lot
I always thought this was kind of a weird thing. As a gamey thing it makes sense. Like if the leaders are just players sitting around a game board, it can be like, "Here. Take my candle tech in exchange for your gunpowder tech." But as a simulation, it's like... Are we really sending someone to France to teach them the art of candlemaking? I guess it's plausible, just kinda strange.
Same here. Let’s magically trade this tech instantly. I think Stellaris does it decently where it’s a research bonus and not instant.
I’m good with it not at all here, might be interesting later to have something but right not really forcing me to think on my decisions is good.