Tribal wars player
Peltast
I have made recently a post about unsed units. So I thought, why not make one with technologies that are not used.
Technologies:
Meteorology - There are cases when this is useful, but let's face it. It won't be a tech that makes much sense when you're having all the cities on an island.
Democracy - It is rare when this tech would be played. The effect itself is just for the rare case when someone takes over your city. Let's face it, we are not noobs, and if someone takes over the city, it's not like we can do much about it. What about changing it from 10% longer to take over the city to 100% longer. That would be actually something.
Buildings:
Most players who build these are noobs.
Library - But an experienced player would not sacrifice 10% additional manpower (or more culture points) for 12 tech points. How about we make it so that the Library would help with other things as well as that 12 tech points? How about adding upgrades to units and buildings that can be researched just from the Library?
Oracle - The benefits just don't outweigh the costs. I could be having more defense or more divine power. Why would I want to know if someone sent spies on me? This building could be remade.
Merchant's Shop - Another building where the benefits are " Whatever! " . I think this building has potential. Why don't we make it so that in this building you could buy/sell from other players divine Favors, Units, Culture Points, Gold? It would make sense for someone to sell his things if it realizes that this world could not be won. But those that want to win would want to buy these things. Just imagine going to the merchant to buy Favor for Zeus and Lightning Bolt half of your enemy buildings. The same way, just imagine asking for gold from those that want to win a world.
Technologies:
Meteorology - There are cases when this is useful, but let's face it. It won't be a tech that makes much sense when you're having all the cities on an island.
Democracy - It is rare when this tech would be played. The effect itself is just for the rare case when someone takes over your city. Let's face it, we are not noobs, and if someone takes over the city, it's not like we can do much about it. What about changing it from 10% longer to take over the city to 100% longer. That would be actually something.
Buildings:
Most players who build these are noobs.
Library - But an experienced player would not sacrifice 10% additional manpower (or more culture points) for 12 tech points. How about we make it so that the Library would help with other things as well as that 12 tech points? How about adding upgrades to units and buildings that can be researched just from the Library?
Oracle - The benefits just don't outweigh the costs. I could be having more defense or more divine power. Why would I want to know if someone sent spies on me? This building could be remade.
Merchant's Shop - Another building where the benefits are " Whatever! " . I think this building has potential. Why don't we make it so that in this building you could buy/sell from other players divine Favors, Units, Culture Points, Gold? It would make sense for someone to sell his things if it realizes that this world could not be won. But those that want to win would want to buy these things. Just imagine going to the merchant to buy Favor for Zeus and Lightning Bolt half of your enemy buildings. The same way, just imagine asking for gold from those that want to win a world.