Neo said:
Why I went up the Mountain
The journey began with
this post, as I began to contemplate whether a modified Tech Tree would allow for
Interesting Decisions. It was in the midst of this contemplation that I discerned a high level of micro-management in the early game during my playtesting. So not only was the Interesting Decision factor weighing on my mind, but also the Gameplay factor.
Civilization is a game first and a historical simulation second. This is important to remember -- oftentimes the suggestions one sees are those that will add more historical versimilitude to the game without any consideration as to whether it will be Fun for the player. This was my mistake with Abandonment.
Abandonment has existed in my musings since
the beginning for two reasons: one for its historical reality, and two for its ability to allow non-traditional tech leaps.
See Abandonment to me was the coolest idea because of its historical basis; Civs lose technology, Dark ages occur, etc. etc. Modeling a system where poor play or military setbacks by the player (or the AI) resulted in Tech loss was a worthwhile goal in my opinion. It added a flavor the current rigid tech tree could never accomplish.
It also allowed a far less rigid tech tree. Right now the reason you can't research Steam Power in advance is because early Ironclads would confer a huge advantage on the player doing so. IF, however, a system was developed that required the player to make sacrifices in order to do so, it would be feasible. That's what we did, essentially. It took a couple iterations, but the 'final' product allowed a flexible tech tree and the opportunity to make tech leaps. There was a necessary balancing effect caused by abandonment (it allowed you to reject the advanced tech if you didn't want to fall behind elsewhere, or to lose other Techs to focus on the advanced ones) and the discernment between Discovery and Mastery, where the latter gave you more impact at a higher cost than simply Discovery. It seemed like the system was well-fabricated: advanced techs, flexible tech tree, Interesting Decisions, the addition of more strategy within the Tech Tree itself, historical reality.
But then the Gameplay Factor came in, and I knew the system was not viable. The reason comes down to Abandonment.
See Abandonment itself is not really an Interesting Decision. It's an annoyance, especially since in 99% of the games, it will end up being temporary -- so you're not even providing the player with a strategic "Sophie's Choice". Now, the pursuit of an advanced tech may prove to be an Interesting Decision, but never Abandonment. Abandonment, for all of its balancing effect and historical reality, was not fun. Adjusting just a simple slider to maintain Techs in the early game was a chore. It's micromanagement at the worst part of the game for it. It's bad enough we took away the ability of the player to choose the Tech he or she can research, now we're creating situations where they lose the Tech. There's no way, shape, or form this could be fun.
So the first thing I decided was that Abandonment needed to be Abandoned. Without Abandonment, there's no need for Maintenance. Ergo, we've removed the Micromanagement aspect and we've restored Fun to the game. However, now we've created an imbalance.
So that's why I went up the mountain. To rectify the imbalance caused by the removal of Abandonment.
My only goal at the top of the mountain was to solve the problem; and if the solution was dissolution, then so be it. But as I was climbing up, I noticed that I was moving vertical to the ground--I was gaining a third dimension. The solution seemed on the tip of my tongue ... or the top of the mountain.
The Battle of the Tiers
The first thing I did was revisit all the ideas we've stumbled upon throughout the discussion, and I found two that seemed to have the most support:
- A less rigid Tech Tree
- A feedback mechanism where what you do influences your Techs
A solution involving the less rigid Tech Tree was immediate: the Discovery/Mastery system. What if we essentially had a two-layered Tech Tree (the 3rd dimension I discovered on my way up the mountain); the lower layer was for Discovery and the upper layer was for Mastery. Since Discovery would have a lesser effect, we could make the Discovery Tech Tree a lot more flexible. We could even restore Choice to the Player; if they wanted to Discover Guilds right off the back, they could. It might take them 300 turns (or more), but it would be possible.
To encourage players, though, to focus on the earlier techs, the Influencer system would still be present on the Discovery Tech. But all they would do is speed up research of later techs. For example, you could skip Bronze Working and go straight for Iron Working ... but if you already had Bronze Working, you would receive

bonuses towards Discovering Iron Working. So BW > IW might take 25 turns, whereas IW > BW would take 30. For a really advanced Tech such as Steam Power, it might be faster to research all of its Influencer Techs and Steam Power rather than just start on Steam Power as soon as possible.
Mastery would also be a matter of choice, of course, however, the Mastery Tech Tree would be a lot more rigid. You might be able to Discover Steam Power early, but you're not going to Master it unless you've Mastered Chemistry and Replaceable Parts. How your research would be divided between the two could be decided later but it seems like ...
Crap. Feedback mechanism. How do I incorporate a Feedback Mechanism into the Two-Tier Tech Tree?
This required some thinking. Could we take Choice out of the players' hands when it came to Mastery and make Mastery a straight Feedback Mechanism?
Well, first off, the Tech Tree is going to have to be rebalanced -- almost from scratch. Every Tech needs to provide a benefit at both layers. More importantly, the benefit at the Discovery level must be
actionable, otherwise the Feedback Mechanism can't work. And Mastery must provide a benefit that makes it worthwhile when it occurs but not so powerful that it's required in order to win the game.
Gameplay would be fun: you get more Tech options to choose from and a more varied gameplay experience based on what you're able to Master. You have the ability to make Interesting Decisions by taking gambles on Advanced Techs.
The only problem that remains is balance, but I have faith in Firaxis to figure that out. So that's where I think I am at: a flexible Tech Tree with every Tech having two states, Discovery and Mastery, with the latter being the result of a Feedback mechanism. So I guess it's really only one layer of Tech Tree, one where the player still has choice ... just with added bonuses based on what he does.
Why I came down from the Mountain
Well, I need feedback from everybody, right?