True_Candyman
Emperor
Science in Civ is a pretty stagnant entity now, with all these changing systems around it the age old tree remains as the supposed pinnacle of its implementation. It isnt exactly a clever implementation of how science developed, and it is very player driven without any particular nuance to the strategy. So I propose a change that incorporates the tree, but in a more complex and interesting way.
Tech Requirements
In basic terms, each tech will no longer simply have pre-requisite techs, they will have pre-requisite materials. These can be in the form of buildings, resources, units or perhaps unit experience, whatever seems the most appropriate to the tech being researched.
In this manner, the pre-requisite tech, animal husbandry, is still present without being directly involved. You have to engage with existing technology to develop better technology, which I think is neat.
My City is my Island
Each city in your empire will only be able to research what it specifically has the pre-requisite to research. This way research will be incredibly specific to what youre empire is actively doing. In order to research something different, you will have to DO something different.
Instead of focussing purely on growth during the game to min max, you will be forced to focus on other things to keep up in various areas. This will hopefully mean civs that are naturally more military focussed than science focussed can actually have a military advantage over a more developed civ. And that over time, to win a science victory, you must be researching and participating in all parts of the economy.
Researching a Tech
Actually researching a tech is more passive in that the player does not specifically choose the tech being researched, unless more than one tech is available to be researched at one time. You must be more active in how you play the game in order to open up more research options.
Additionally, since cities within your civ will only be able to research what they currently have the pre-requisites for, you can be researching more than one tech at once if you have different cities, and the science output from that city contributes to their respective tech.
What if One or None of my Cities have the Pre-requisites for a Tech?
Good question. The research points for each city then contribute towards a great scientist. The ratio of which would be subject to balancing.
The idea would be to make this alternative less attractive than actively pursuing pre-requisites for techs. It would be a slower method of researching, but it would still get you through your research by spawning great people.
Great Scientists
Great scientists remain fundamentally unchanged. Maybe the academy yields less science as a tile but that doesnt matter so much as their most important function now is to pop techs. With pre-requisites so fundamental to science, occasionally you will have to use GSs to advance past a tricky point in the tree because your empire is not able to improve what it needs to progress.
The slower rate at which science contributes towards GS points than actual tech would mean planning ahead and strategic thinking is as important as balancing the development and investment of your empire. To improve an area fastest, you must concentrate on it the most, at risk of neglecting your tech in another aspect.
GS will still be gained through current methods too. And their cost will still go up per great scientist spawned, so beware of neglecting your pre-requisites for research too much early on! It may cost you later.
Conclusion
This new research will be much more focussed on what your empire is doing and will reflect much more on what your empire is specialising in. Tech requirements will still be loosely present in the type of pre-requisites for research being from previous research more or less, but open enough to allow some interesting and crazy diversions. Additionally, not all the techs will be needed in this way for a science victory, but at the same time it will be harder to achieve and require a much more robust empire.
Most of all, I hope this will stop the mad focus on food and science that dominates hardcore CiV gaming. Each game will be much more subjective to the lie of the land, and it has the potential to make starting locations much more balanced and prevent runaways.
Thoughts and ideas are much appreciated! I'm sure there's lots of things i've missed out! I wanna hear what you guys think of my ideas. Most of all because I would love to see something more interesting and interactive for science in CVI
Tech Requirements
In basic terms, each tech will no longer simply have pre-requisite techs, they will have pre-requisite materials. These can be in the form of buildings, resources, units or perhaps unit experience, whatever seems the most appropriate to the tech being researched.
For example, horseback riding will require improved horse tiles in the empire to be researched.
In this manner, the pre-requisite tech, animal husbandry, is still present without being directly involved. You have to engage with existing technology to develop better technology, which I think is neat.
My City is my Island
Each city in your empire will only be able to research what it specifically has the pre-requisite to research. This way research will be incredibly specific to what youre empire is actively doing. In order to research something different, you will have to DO something different.
For example, a city that is working an incense tile (or another plantation resource) will mean it can research calendar.
Or to research iron working, you might need to work iron AND produce a certain number of spearmen
Instead of focussing purely on growth during the game to min max, you will be forced to focus on other things to keep up in various areas. This will hopefully mean civs that are naturally more military focussed than science focussed can actually have a military advantage over a more developed civ. And that over time, to win a science victory, you must be researching and participating in all parts of the economy.
Researching a Tech
Actually researching a tech is more passive in that the player does not specifically choose the tech being researched, unless more than one tech is available to be researched at one time. You must be more active in how you play the game in order to open up more research options.
Additionally, since cities within your civ will only be able to research what they currently have the pre-requisites for, you can be researching more than one tech at once if you have different cities, and the science output from that city contributes to their respective tech.
For example, London is working its incense tile, so its research points are contributing towards the calendar tech. Meanwhile, York has produced 3 spearmen and it is working an iron tile, so its research points are contributing towards iron working. However, Nottingham has produced 3 spearmen and is working incense and an iron tile so it must choose which tech it wishes to contribute its research points towards.
What if One or None of my Cities have the Pre-requisites for a Tech?
Good question. The research points for each city then contribute towards a great scientist. The ratio of which would be subject to balancing.
For example, England has finished researching Calendar, but London does not have iron to work and has not produced 3 spearmen, so its research points are converted into great scientist points.
The idea would be to make this alternative less attractive than actively pursuing pre-requisites for techs. It would be a slower method of researching, but it would still get you through your research by spawning great people.
Great Scientists
Great scientists remain fundamentally unchanged. Maybe the academy yields less science as a tile but that doesnt matter so much as their most important function now is to pop techs. With pre-requisites so fundamental to science, occasionally you will have to use GSs to advance past a tricky point in the tree because your empire is not able to improve what it needs to progress.
For example, London, Nottingham and York all do not have shrines, so they cannot work on philosophy which requires a shrine in a city. After a few turns, enough science had contributed to GS points in London to spawn a GS, which pops philosophy.
The slower rate at which science contributes towards GS points than actual tech would mean planning ahead and strategic thinking is as important as balancing the development and investment of your empire. To improve an area fastest, you must concentrate on it the most, at risk of neglecting your tech in another aspect.
GS will still be gained through current methods too. And their cost will still go up per great scientist spawned, so beware of neglecting your pre-requisites for research too much early on! It may cost you later.
Conclusion
This new research will be much more focussed on what your empire is doing and will reflect much more on what your empire is specialising in. Tech requirements will still be loosely present in the type of pre-requisites for research being from previous research more or less, but open enough to allow some interesting and crazy diversions. Additionally, not all the techs will be needed in this way for a science victory, but at the same time it will be harder to achieve and require a much more robust empire.
Most of all, I hope this will stop the mad focus on food and science that dominates hardcore CiV gaming. Each game will be much more subjective to the lie of the land, and it has the potential to make starting locations much more balanced and prevent runaways.
Thoughts and ideas are much appreciated! I'm sure there's lots of things i've missed out! I wanna hear what you guys think of my ideas. Most of all because I would love to see something more interesting and interactive for science in CVI