Ryika
Lazy Wannabe Artista
- Joined
- Aug 30, 2013
- Messages
- 9,393
The Pacing is annoying, right? The game ends, before it has really started and even if you ignore your Victory Condition, where's the fun is getting a tech every 3 turns? Bleh.
I think most of the problem is really the way the tech web works. The Freedom you have is amazing, but at the same time it really only has 3 "levels" of technological progress (with some small exceptions, but overall that's how it works).
So I present to you my reworked techweb - be careful and take precautions, because that graphic may very well blind you if you're not prepared for the awesome photoshop-work that lies beneath.
(This is of course only a graphic painted roughly onto the current Tech Web - actual technologies would probably best be moved around - but the idea remains the same)
So. A lot of Colors. What have I done here? I have basically divided the tech-web that had 3 tech-levels into a tech-web that has 7 stages. If you look carefully you'll notice that each note only has connections to notes that are exactly one level above or below its own level (well, with that one node in the north - that's an error!), for a very smooth and natural progression that still leaves room for enough personal choices.
The jumps between technology costs and the powercreep between buildings of the next level would be high enough so the player NEEDS to take some of the technologies of "his current level" to progress. Especially the jump between the last few levels would need to be big enough to allow the player to pick up some of the technologies that "lead nowhere", instead of trying to beeline the - way too expensive - Victory wonder. That would make every single one of the red ring-3 techs valid choices, no longer would we have any "dead" technologies.
At the same time, because we now have 7 levels instead of 3 we no longer run into the situation where we have "20" technologies available that can all be researched in only a turn or two - while still leaving room for different choices by the player. This is also why I'd put all 3 Affinity Victories into the same corner - so the rest of the web is mostly "neutral" ground that is viable for all Affinities.
I think this kind of tech-web is also easier to teach the AI. Less abundance of direct choices, a more "direct" progression.
So... what do you guys think?
I think most of the problem is really the way the tech web works. The Freedom you have is amazing, but at the same time it really only has 3 "levels" of technological progress (with some small exceptions, but overall that's how it works).
So I present to you my reworked techweb - be careful and take precautions, because that graphic may very well blind you if you're not prepared for the awesome photoshop-work that lies beneath.
Spoiler :
(This is of course only a graphic painted roughly onto the current Tech Web - actual technologies would probably best be moved around - but the idea remains the same)
So. A lot of Colors. What have I done here? I have basically divided the tech-web that had 3 tech-levels into a tech-web that has 7 stages. If you look carefully you'll notice that each note only has connections to notes that are exactly one level above or below its own level (well, with that one node in the north - that's an error!), for a very smooth and natural progression that still leaves room for enough personal choices.
The jumps between technology costs and the powercreep between buildings of the next level would be high enough so the player NEEDS to take some of the technologies of "his current level" to progress. Especially the jump between the last few levels would need to be big enough to allow the player to pick up some of the technologies that "lead nowhere", instead of trying to beeline the - way too expensive - Victory wonder. That would make every single one of the red ring-3 techs valid choices, no longer would we have any "dead" technologies.
At the same time, because we now have 7 levels instead of 3 we no longer run into the situation where we have "20" technologies available that can all be researched in only a turn or two - while still leaving room for different choices by the player. This is also why I'd put all 3 Affinity Victories into the same corner - so the rest of the web is mostly "neutral" ground that is viable for all Affinities.
I think this kind of tech-web is also easier to teach the AI. Less abundance of direct choices, a more "direct" progression.
So... what do you guys think?