I wasn't actually try to say that it would be a good thing or bad thing. Just wanted to indicate that maybe Firaxis is going to implement the BE method, like others suggested with possible leaf techs.
The underlying theme of the game is the age of DISCOVERY. Therefore, we will probably have 50 research fields and 50 discoveries, or something like that.
Discoveries such as copper, aluminium, uranium.
Research/Technologies such as maths, architecture, engineering, military strategy...
The underlying theme of the game is the age of DISCOVERY. Therefore, we will probably have 50 research fields and 50 discoveries, or something like that.
Discoveries such as copper, aluminium, uranium.
Research/Technologies such as maths, architecture, engineering, military strategy...
That's interesting, so some techs might be only available if discovered naturally or I assume via Great Scientists.
This would remove some slingshot tech gambits with Great Scientists, especially if the discovered tech is random or within a band or selection of possible techs since the human player can no longer deterministically play the tech tree.
I wasn't actually try to say that it would be a good thing or bad thing. Just wanted to indicate that maybe Firaxis is going to implement the BE method, like others suggested with possible leaf techs.
That would actually be a decent idea. I'd create a huge opportunity cost that's missing from the primary civ games.
Altough I think Civ 4 had them too, where you had a choice. Research This tech but sacrifice going forward, or forgo a bigger bonus in exchange for going up the tree.
Moderator Action: We seem to be wondering off topic for this thread, which is the amount of techs in Civ VI compared to Civ V and how it relates to the tech tree for Civ VI.
Maybe its a tiered style tech tree? Like Iron Working I -> Iron Working II (something like Cast Iron, giving its own boosts) and so on? Same tech, but different levels, a bit like MOO if anyone has played that.
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 explanation actually makes sense to me. I read the articles and wonder who the heck would chisel rocks out of the ground before they had a use for them, as opposed to say, making walls with river stones, and then saying, "Hey, if we only had some rectangular rocks, this would work way better. Let's go make some!" Or "These mud bricks are all well and fine...until the rainy season. Let's make some out of stone..."
But building quarries before building with rock makes no sense to me.
I think it's a bad move. It doesn't have to be but it's hard to change everything to work with less techs.
Civ5 tech tree feels a lot more linear and inflexible than civ4. And civ5 social policies are certainly that way, all accumulating bonuses rather than being able to switch mid game to suit.
By removing the number of techs you most likely make them more important and thus harder to skip certain ones and it lessens flexibility. Take 4 for example, I could skip bronze working and animal husbandry if I had hunting resources nearby and wanted to use archers for defense instead. It was an option. I feel like civ6 instead is not going to have you make those decisions but rather see oh there's deer nearby and you start improving it and it leads to hunting which is fine.
But in general we need less linear, best path approach to gameplay which civ5 suffers a lot from. The devs have stated they want to get away from this though but less techs doesn't sound good.
That would definitely be the case if things like building a science district / library / university allows the next science related tech to be 50% off.
If Astronomy is still from the ocean tech path though: It's likely to encourage anyone who started land locked to found (or conquer) some ocean city in time to avoid having to research several ocean techs at full price just to get to Astronomy. (And also presumably founding a city near a Mountain if possible)
I imagine this will end up how it is. There will be some techs that you get boosted nearly every game while others you never do depending on how you prefer to play.
I'm really hoping when we get some new info that the shortened tech tree will be explained. I'm really worried about having so few techs comparatively to all past civ games.
I still believe that this quote means that there will be less "main technologies". A "leaf" system a la BE's combined with the more linear Civilization tech tree would be a great addition to the series, me thinks.
I am curious if there will be an age advancement system with corresponding bonuses will be available. Because with less technologies the Civ V method would be less likely how it will be implemented. I would then suggest that it would be based on surpassing threasholds of total "accummulated" science.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.