Trade-peror
UET Economist
Would this type of system be moddable with the SDK now out?
In this system of research, theoretical research would be what Civ traditionally considers the "tech tree," in which new technologies yield new units, buildings, and other benefits, and lead to new technologies to discover. Applied research, on the other hand, is refining the benefits of theoretical research, and is more akin to upgrades than traditional Civ research.
For example, a civ could order theoretical research on Engineering. When completed, the civ would have access to Knights, Castle, Hagia Sophia, and +1 road movement. None of these benefits would be very strong initially, however, since the theoretical research only provides a framework for their design. To be practical, most likely several rounds of applied research on the items would be necessary. Applied research works on individual items and boosts one of their stats or abilities. So some applied research could yield +1 Strength and +10% Against Meless Units for the Knight, and +10% Defense for Castle, for example.
Since the newly-conceptualized Knights and Castles are initially weak, these bonuses are not overpowering. In addition, each new refinement costs more, so though there may not be a hard limit on the number of times applied research can be used to enhance a particular item, the cost of additional upgrades will become prohibitive at some point. Also note that applied research would only apply to "generic" items, which excludes Wonders and National Wonders (although it might be feasible to allow "after-the-fact" applied research that enhances unique structures after they are built). Suggestions are welcome.
Applied research is also not necessarily limited to buildable items. Civics, road movement bonuses, and trade route bonuses might also be improved with applied research.
Ideally, this system would involve separate interfaces, one for theoretical and one for applied research. The theoretical interface would be very similar to Civ's current tech tree, while the applied interface would be more of an "upgrade screen." Science beakers are necessary in both cases though, and I am not decided on whether there should be separate allocations through a slider or some other method.
This system would allow for more flexibility in research and overall strategy, as well as differentiation between civs. There could be a very practical civ that concentrates a lot of improving what it has. Or there could be a civ that just flies ahead into the future with all its theory and ideas. A civ that is landlocked can mostly ignore the sea-based items and concentrate more on land items. A very commercial civ may devote more research into improving its banks and trade route yields. A seafaring civ can develop a highly specialized navy.
In this way, civs can become specialized and more adaptive to their particular circumstances, in a way giving civs unique units, buildings, and even civics. Such a research system could add a lot of flavor to the game, and in a flexible and strategically important way.
I would love to hear your thoughts on this idea, and whether it is moddable.
In this system of research, theoretical research would be what Civ traditionally considers the "tech tree," in which new technologies yield new units, buildings, and other benefits, and lead to new technologies to discover. Applied research, on the other hand, is refining the benefits of theoretical research, and is more akin to upgrades than traditional Civ research.
For example, a civ could order theoretical research on Engineering. When completed, the civ would have access to Knights, Castle, Hagia Sophia, and +1 road movement. None of these benefits would be very strong initially, however, since the theoretical research only provides a framework for their design. To be practical, most likely several rounds of applied research on the items would be necessary. Applied research works on individual items and boosts one of their stats or abilities. So some applied research could yield +1 Strength and +10% Against Meless Units for the Knight, and +10% Defense for Castle, for example.
Since the newly-conceptualized Knights and Castles are initially weak, these bonuses are not overpowering. In addition, each new refinement costs more, so though there may not be a hard limit on the number of times applied research can be used to enhance a particular item, the cost of additional upgrades will become prohibitive at some point. Also note that applied research would only apply to "generic" items, which excludes Wonders and National Wonders (although it might be feasible to allow "after-the-fact" applied research that enhances unique structures after they are built). Suggestions are welcome.

Applied research is also not necessarily limited to buildable items. Civics, road movement bonuses, and trade route bonuses might also be improved with applied research.
Ideally, this system would involve separate interfaces, one for theoretical and one for applied research. The theoretical interface would be very similar to Civ's current tech tree, while the applied interface would be more of an "upgrade screen." Science beakers are necessary in both cases though, and I am not decided on whether there should be separate allocations through a slider or some other method.
This system would allow for more flexibility in research and overall strategy, as well as differentiation between civs. There could be a very practical civ that concentrates a lot of improving what it has. Or there could be a civ that just flies ahead into the future with all its theory and ideas. A civ that is landlocked can mostly ignore the sea-based items and concentrate more on land items. A very commercial civ may devote more research into improving its banks and trade route yields. A seafaring civ can develop a highly specialized navy.
In this way, civs can become specialized and more adaptive to their particular circumstances, in a way giving civs unique units, buildings, and even civics. Such a research system could add a lot of flavor to the game, and in a flexible and strategically important way.
I would love to hear your thoughts on this idea, and whether it is moddable.
