Yuri2356
Test Screening
I've seen a lot of Ideas about unit workshops, gradual upgrades, transitions units, and military funding concepts floating arround, and I think I've found an Idea that could add much flavor to the game. The way this would work is, we would have the standard tech tree, (with or without ages) and all the technologies that come with it. Now, each technology which has military applications would have a number of optional sub-techs attached to it, which may be researched separatley from other scientific goals. Each of these sub-technologies would be researched based on a "military funding" slider.
For example:
Technology: Warrior Code
Cost: 30 Science (Just Inserting a Number)
Allows: Archer 2.1.1
-Sub-Technology: Composite Bow
-Cost: 5 science
-Allows: Composite Bowman 3(3).1.1 [<-The bombard being defensive only]
We could then go on to allow sub-techs to interact and combine with other technologies in order to produce other more "innovative" units.
Ex:
Horseback Riding: Allows Horseman 2.1.2
-Sub-Techs:
Armored Cavalry: Allows Cathrapact(or other heavy cav.) 2.2.2
-(W/Composite Bow) Horse Archery: Allows Mounter Archer 3(3).1.2
--With Armored Cav.: Heavy Horse Archer 3(3)2.2
With this, once could sacrafice some of their science speed to strengthen their armies, or ignore their armed fources in favor of faster advancement. The key concepts that would meke these technologies worth-while is:
A) Because they can be researched alongside civil technologies, you can balance your progress in both fields,
B) The military techs would be relatively cheep (Compared to standard technology) so they would often be a worthwhile investment.
C) In relation to B, a fully upgraded, but primative, army could be nearly as powerfull as an under-funded, but more advanced army. This would give the underdog more oportunities to stay in the game.
D) It helps to sort out people complaints about going from a Medevil Knight to Napoleonic Cavalry, or a Lancaster to a B-2 Stealth bomber, with no in-between units.
So, what do you all think?
For example:
Technology: Warrior Code
Cost: 30 Science (Just Inserting a Number)
Allows: Archer 2.1.1
-Sub-Technology: Composite Bow
-Cost: 5 science
-Allows: Composite Bowman 3(3).1.1 [<-The bombard being defensive only]
We could then go on to allow sub-techs to interact and combine with other technologies in order to produce other more "innovative" units.
Ex:
Horseback Riding: Allows Horseman 2.1.2
-Sub-Techs:
Armored Cavalry: Allows Cathrapact(or other heavy cav.) 2.2.2
-(W/Composite Bow) Horse Archery: Allows Mounter Archer 3(3).1.2
--With Armored Cav.: Heavy Horse Archer 3(3)2.2
With this, once could sacrafice some of their science speed to strengthen their armies, or ignore their armed fources in favor of faster advancement. The key concepts that would meke these technologies worth-while is:
A) Because they can be researched alongside civil technologies, you can balance your progress in both fields,
B) The military techs would be relatively cheep (Compared to standard technology) so they would often be a worthwhile investment.
C) In relation to B, a fully upgraded, but primative, army could be nearly as powerfull as an under-funded, but more advanced army. This would give the underdog more oportunities to stay in the game.
D) It helps to sort out people complaints about going from a Medevil Knight to Napoleonic Cavalry, or a Lancaster to a B-2 Stealth bomber, with no in-between units.
So, what do you all think?