Civvi will have half the amount of techs compared to Civ 5

anandus

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I took this from this Reddit-thread.

My German is quite rusty, but apparently, according to this video, Civvi has about 50 techs less than Civ 5:
The developers have cleaned up a bit and removed around half of the technologies that existed in Civilization 5. I think it had around 100 technologies, and now we only have half of that. Don't worry, we will be compensated in another way, but we can't really talk about that yet.
 
It's interesting. I'm not sure I necessairly like that idea since I don't want to be able to breeze through the tech tree.

But the tech tree was quite linear in Civ 5 and didn't feel that fun.

I hope that at the very least we have a more Civ 4 style with AND/OR techs implemented.
 
I hope that the way it's compensated will be enough to make up for losing so many techs, but at the until then I do have to say this does kill quite a bit of the hype is was having.
 
The math in the video might be wrong though (he assumes 100 techs, but it's around 80 or something). I still wonder how they would be compensated. Maybe things like buildings from culture?
 
Considering this news and that there are tech boosts in the game now, it would be reasonable to assume that the general time to research a tech might be longer than we're accustomed to.

I'm gonna hazard a guess as to what is going to compensate for the missing techs and say it could be culture / government related. Various techs in the civ series have been more so 'ideas' than they are 'technologies', so I'm guessing they've been gutted from the tech tree and reimplemented in another system. Still though, 50 techs removed is a huge amount and that'd cover far more than what I'd consider the 'idea' type of technologies :S
 
Considering this news and that there are tech boosts in the game now, it would be reasonable to assume that the general time to research a tech might be longer than we're accustomed to.

I'm gonna hazard a guess as to what is going to compensate for the missing techs and say it could be culture / government related. Various techs in the civ series have been more so 'ideas' than they are 'technologies', so I'm guessing they've been gutted from the tech tree and reimplemented in another system. Still though, 50 techs removed is a huge amount and that'd cover far more than what I'd consider the 'idea' type of technologies :S

Huh. Building on tech boosts, maybe it also works on other stats? Like, you produce(as in, reached a certain treshold) a lot of money(and have at least reached renaissance era)? You develope banking and can now build banks. Even more(and industrial era)? Stock exchange.
This would build on the focus of specialising even more. So, you have got no (iron/other strategic ressources/whatever is needed for a vast army) but a good coastal starting spot with a lot of valuable goods... become a trade nation and moneymaker!
 
Could also mean as a tech is being researched you gain incremental benefits making it feel like multiple techs.
 
81 techs in total, 8 of these were added in G&K and 1 in BNW.
 
It could also be possible each tech will have tier 2>3 versions.

It could be like Beyond Earth wherein researching a tech unlocks not only the next tech, but also some sub-techs. Perhaps that's why you can get a bonus in Masonry research by building quarries. Researching base Masonry unlocks quarries, and building one gives you a boost on researching the sub-techs in Masonry.
 
It could be like Beyond Earth wherein researching a tech unlocks not only the next tech, but also some sub-techs. Perhaps that's why you can get a bonus in Masonry research by building quarries. Researching base Masonry unlocks quarries, and building one gives you a boost on researching the sub-techs in Masonry.


Right that's what im thinking.

It would give more nuance to technologies.

ie: a searfing Civ could be deep in some of those branches, and someone who recently just got port access and is furiously catching up can't do so quickly buy just rampaging through 3-4 key seafaring techs. They could sort of get the 'gist' of things, but will have to sacrifice the embedded sub-techs under each of the main ones.
 
It could be like Beyond Earth wherein researching a tech unlocks not only the next tech, but also some sub-techs. Perhaps that's why you can get a bonus in Masonry research by building quarries. Researching base Masonry unlocks quarries, and building one gives you a boost on researching the sub-techs in Masonry.
That's my thoughts also. It's almost impossible not to think Beyond Earth as a testing vessel for a new tech system, and while I know the tech web of BE didn't go down well with fans, we might well have the idea of applications being distinct from technologies remaining in the game.

If it's just that they've cut the number of technologies in half and then doubled to time to research them, I'm not really a fan. Civ5 already felt like way too few different options in technology in Ancient era as it was, so scaling down things even further is not something I'm hoping for.
 
I think culture and faith will become more relevant resources at the cost of science. Also there seems to be a new resource called industrial supplies (I posted that in another thread). Production have become more relevant because of the active research part.

I think the goal is to make all resources relevant, no longer will science be the key resource.
 
Interesting talk and they talk a lot.
- roads will be auto-created by the way merchants travel.
- combat experience goes into military techs instead of promotions for units.
- there will be a linear tech tree with 50% less technologies. (no tech web)
- no more one or two dominant strategies to win the game.
- it's unclear if there will be a city screen to assign citizens on city tiles.
- 2 upt instead of 1 upt.
 
^ I think the 2upt is there to allow stacking of units right before they are merged for the corps/army system.

Did they give more info on that? since corps/army won't be available right from the beginning.
 
It could be like Beyond Earth wherein researching a tech unlocks not only the next tech, but also some sub-techs. Perhaps that's why you can get a bonus in Masonry research by building quarries. Researching base Masonry unlocks quarries, and building one gives you a boost on researching the sub-techs in Masonry.

I hope this is the case, that was one of the few things in BE I thought was actually superior to Civ 5.
 
@dexters

"zu einem Chor" (German isn't my first language) -> 2 units become 1 choir
 
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