[.86][Feedback]Reworking Phase 1 technologies
I know the game is about rediscovering technology and reclaiming the world, but for me, having to research spears, and agriculture every game just kills immersion, as it just really does not add up (as I 've said in this technology thread, there already was a decline of civilization when the Roman Empire collapsed, and although many technologies were lost, trivial things like planting seeds, horse riding, and metal smithing were not.
It just makes the game boring as most games are decided pretty early.
This is the main thing that kills replayability for me, as I really dislike this part of the game when you have zero choice of weapon and armor (especially since the stone age wars decide a good part of the game outcome), and zero choice of things to build in your cities.
I don't think the game should try to mimic civilization in the stoneage->medieval progression, it just does not work at all for me.
There would be several ways to make early game much more varied and interesting (decision wise) :
1/ Have each faction start with a dozen specific techs (with some overlap between factions) instead of a single 4 turns tech. That would help having faction differenciation from the beginning without needing to add too much faction specific assets.
2/ Add cruder version of each weapon and armor (cloth, leather, metal) type in the beginning, like short spear, broadsword (or bronze weapons), ringmail, crude leather armor, and make the early civic techs available from day 1.
3/ Add an option to start with the first two columns of every tree researched (except for the magic tree, where players would only start with shard and crystal harvesting), and give 1 other specific tech per faction
I don't like option 3 much, but if 1 and 2 are not to make it, I'd rather have an option that could make me skip the part I find boring.