Alternative technological advance system

Danielos

Emperor
Joined
Dec 2, 2005
Messages
1,034
I like the technological tree and like that you can direct your research in the areas you want. However, I would have liked an option for customized maps for another approach to the same technological tree.

My suggestion is:

* Same technological tree
* You can´t choose any technologies yourself
* Technologies will come automatically (at same pace as before) based on the geography, what your neighbors research and what you do

For example:

- If I have a civilization with many coastal cities I have higher probabilities to get naval technologies
- If I spend much on developing and improving my cities, I am likely to get economical technologies
- If I´m frequently at war, I´m likely to get military technologies
- If my neighbors have a technology, the chance of getting that technology will increase with the neighbors culture and proximity
 
Really great idea. I think it could be more fun (and realistic) to get "random" techs.

For sure it should be an option, because you will have less control on your civ.

And even a simplier method, where the player just choose a field to make effort on (or put percentage on them).

Something like "war tech = 60%; culture tech = 20%; science tech = 20%; building tech = 0%"
 
Sounds good as an option.
I thought about that sort of changes too. I thought about linking your style of play to tech research in a bonus. If you wage war a lot you get a 20% faster military research. If you are on an island you get naval tech faster, and so on.

Or maybe spend money in areas of research. Not knowing what tech you'll get, but more likely to get a science tech if you spend half of all your research on science techs.
 
Hey, SMAC again!
 
Hrmm, I instantly thought of SMAC when I read the first post. It is kind of realistic in so far as if you find yourself on a coast and also on a small island, you are going to research some kind of technology to build ships to sail the sea and explore instead of another technology that you can do nothing with in the interim. However:

The tech tree already gives you this option (but the obvious difference is that YOU have to prioritize what comes first). Why would you research tech to give you mining when you have no hills on your island and you need ships to get out there? You wouldn't. You'd factor in researching the techs necessary to get what is required in due course.
 
The main idea is not to help the player choosing right tech. It's to make the research more or less blind.

" - Tada, your scientists just discovered iron working"
" - Alright, was is that tech anyway ? Great, I could build that and that ? Awesome !"
 
There is one thing I would like to try to change on the tech tree:

ATM you either know a tech or you don't. It's unrealistic; eg. everyone knows some maths, but who knows it all?

Imagine if there were several levels/grades of some techs.

Getting to level 2 in say mining could increase production from your mines and reduce the cost of a related later tech (eg. iron working). Or you could get swordsmen with increased power/reduced cost with iron working grade 2.

The downside of it is that time spent maxing knowledge of early techs is time not spent getting to important later ones. the player would have to think seriously about which techs to 'level up'.

Level 2 techs can't be traded.


Would this make the game more fun? Probably not but it may be worth trying.
 
I don't think this is a good idea. Think about it:

You're attacked by the AI early in the game. You quickly lose about half of your cities, but you anage to slow down the AI a bit.
"Only 3 turns left before I get a new tech." you think, "I really need some knights."

2 turns left. You are desperately trying to keep your last three cities.

1 turn left. The AI captures one of your cities, but in one moment you can upgrade your horse archers and take your country back. Finally..."
What?!? "You have researched music"?

NOOOOOOOOOOOOOOOOOOOOOOO!!!!!:cry:
 
Oagersnap: Then you could sing a nice song to the AI and he may be impressed enough to make peace with you! :lol:
 
It's the whole point Oagersnap. You have to relie on your current techs to build your empire. And each time you discover something it is a surprise ! It will add more suspens and magic to your path toward glorious victory.

And don't forget :
1) it will be an option
2) you could more or less influence research field
 
definatly possible. but very large amount of work needed
but
if your cities have no hill, thus u will not get mining for ages, and thus no bronze work, iron work.
i think the tree needs to be reworked
 
With my luck ill only get the techs i dont need.

"come on gunpowder! Daddy needs a new army!"

The game has to much based on good luck with juz the combat system let alone the techs, with badluck you are always late with all teh good techs for the cool wonders and strong units and instead get pointless tech.

"Future tech 7? i want fibre optics! Stop with the future techs!"

Terra: What are you researching?
Scientist: Future tech
Terra: wha-what?
Scientist: you know...future tech
Terra: Whats it do?
Scientist: i duno...future stuff i guess.
Terra: You are so fired...
 
ATM you either know a tech or you don't. It's unrealistic; eg. everyone knows some maths, but who knows it all?
It's not like that in Civ. Sure, you only research mahts once and then it's over; but you go on to research physics etc with wouldn't involve more maths. The way I see the situation in Civ is that when you've finished researching something, that just means your civ now understands the concepts well enough to do whatever it is that tech allows you to do: build units, research related tech etc; and that behind the scenes there is more research going on that is unrelated to these game effects. As you research physics, you are also researching advanced maths.

By the way, I like the OP's idea. That would be an interesting variation.
 
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