Blind Research

Corlindale

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Oct 15, 2005
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Back in SMAC, it was possible to choose blind research when setting game options. With this on, you could not directly affect which technology to research, but only choose certain priorities, such as Discover or Explore. Discoveries of techs in that area were thus more likely to happen.

Given that the tech tree of Civ IV seems rather similar in it's structure to that of SMAC, I think it would be nice if they included a similar option. I always found the AC blind research MUCH more realistic than the Civ-style research. The randomness factor was very nice, and also helpful for people who did not wish to become too engaged in the workings of the tech-tree.

I don't think it would take much effort to include such an option, and I guess it could be modded in after release by some creative people out there.
But what do you think? Would you like to have the option of turning on blind research?
 
I'd be willing to give it a shot. It might make things more interesting. One element of game strategy is the techs you choose to pursue; perhaps taking it away would emphasize other aspects of the game.
 
I often played with the blind research option in SMAC. I would def try it in Civ4 if they had the option. Perhaps you should be able to switch from blind to directed research in game, and vice versa. There should be a small research benefit to using the blind option.
 
I'd like to see some compromize between the two concepts of technological advancement... In MOO2, you could choose exactly what technology you wanted, but you were not able to see what technologies were downstream from the few you were able to research. i.e. you could research terraforming, but you did not know what was next in line until after you completed researching it.

So adapting this for Civ IV, maybe a system where you would be able to see on the tech tree pottery, and you could (maybe) even click on it to see more information about it, including that you would get granaries etc., and you could (maybe) see that pottery allows you to research writing but you would not see any advancements further down that line (alphabet, literature, mathematics, etc.). If this were the case, you could interact with your science advisor, and have him suggest technologies that fit with your tech-style (which you would tell him) or what could potentially open more doors for future research (your science advisor would have more information than he makes available to you, such as 'following this line of research will lead to great advancements in the near future' meaning 2 or 3 tech's down the line, you will get something that greatly enhances your civ's style of play.)

Also, it could be interesting to have civ specific technology, or technology that you can miss due to making it obsolete, or following a different line of tech advancements ( such as researching priesthood prevents you from researching polytheism... bad example, but you get the point). enabling a way to miss technologies could totally change your research strategy.

just my two cents.
 
gryphius, that only works if you don't already have the tech tree memorized. I think any system of denying metagame information to the player is a bad idea, and doesn't work on successful games. If the system can be circumvented by visiting an internet site, it doesn't work very well.

Blind research does sound interesting, though. Plus I think the techs are already flagged with things like "religion tech" and "military tech", so you could set priorities just like SMAC.
 
Instead of being a game setting, I'd prefer to see blind research as being similar to a civics setting. It would have the same 1 turn anarchy of any other civics setting. Blind research, as noted above, would proceed a bit faster, while directed research would be slower, but get exactly what you wanted.
 
Khaim said:
gryphius, that only works if you don't already have the tech tree memorized. I think any system of denying metagame information to the player is a bad idea, and doesn't work on successful games. If the system can be circumvented by visiting an internet site, it doesn't work very well.

Blind research does sound interesting, though. Plus I think the techs are already flagged with things like "religion tech" and "military tech", so you could set priorities just like SMAC.


Yes, but what it does do is streamline the process. Instead of sitting there, sweating out what tech to research next (and how it might affect your endgame,) the leader just picks the priorities and moves on to the next issue. I would use it if it were included.
 
Seconded, I really hate having to examine the tree, then look at my situation, and then re-examine the tree... Giving my scientists priorities seems more fun and more realistic.
 
I like it as a custum game option. It would add some randomness and realism. We didn't choose to invent the wheel we just stumbled into it. It would be nice if you could tell your science advisor to focus on one aspect in research however. Maybe Military, Religion, Economy, Culture, and Other (Can't think of anything else ATM)
 
This has been suggested time and time again. Use the search function and find the thread with me, Dh Epic and two other guys. It's a nice idea, though, and could be implemented as a toggle option :bump:

Also, what you concentrate on could affect research, meaning that building lots of economic buildings would boost your economic research etc - only problem being that the biggest warmonger would also recieve new military techs faster...
 
i agree much more realistic and could possibly be an game option for those who want to choose, chooseing your research gives the game more strategy and blind research more random but more realistic/fun in my opinion, i liked it alot in Alpha Centauri they have that same option.

Edit , ah ok you all meant alphacentauri lol
 
Of course it should be added! It could add a whole hour off my gameplay time! I wouln't have to worry about Techs at all! And I would save a lot of cash on Tylenol.
 
As "life" I meant, "purpose", without which, life is useless.
 
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