Make magic the main 'tech'
The thread title is more assertive than I might actually feel, but several other discussions since the site launch have led me to a question about my assumption that the game will have two 'tech' trees, with some special units and structures depending on active nodes in both trees. My question is: If this assumption is roughly correct, would the game be better off if the tree pair was deliberately 'unbalanced' in favor of complex magic vs. relatively simple tools for producing goods and making war.
I'm opening this question with an interest in seeing the 'realistic' modeling side of the game stick to a fairly simple set of possibilities in comparison to what magic can add to unit construction and infastructure improvement. The main reason that I have this interest is that, in narrative terms, I doubt that there's any mmediate solution to the turn = X calendar problem for this game genre, and I wonder if deliberatly 'unbalancing' a pair of tech trees might be able to help provide the 'epic' feel I'd like to see in this game. Jordan's Wheel of Time stories hint at major 'tech' change (Mat Cauthon understands gunpowder as both fun and useful), but even there, the most important innovations are all on the 'magical' side of the narrative.
How many of you pre-alpha folks would hate it if your weapons, armor, and related choices were far outnumbered by what you could consider in terms of learning and applying magical knowledge?