Alright, Maniac, you said that I should keep "vanilla" FfH conversations in the related thread, so here goes. I read that tech tree article you wrote and referred me to, and I think those priciples of tech tree designing can be applied to FfH as well. (And I hope you don't mind me quoting the bolded point of each paragraph out of context... they speak for themselves.)
M@ni@c said:
For a good tech tree the player has to be constantly presented with multiple interesting choices on how to develop his civ or faction.
This is a no-brainer. In a game that thrives on replay value, this is perhaps the single most important point. We're definitely in agreement here, along with just about everyone here.
Every tech (or at least tech b-line) should be equally attractive.
Depending on playstyle, of course. A builder isn't going to bee-line for Animal Handling, and an early warmonger isn't going to care much about Currency.
The cost of a tech should correspond to the benefits it gives.
Here's a point that I think we essentially agree on, but has some interesting implications.
First, techs
don't cost beakers. They cost time. The amount of beakers you're producing determines how much time it takes to research each tech, and the beaker cost of each tech determines what the ratio of beakers/time will be, but that is just the method for determining how much time the tech will cost.
So, let's say you have a choice between researching Horseback Riding and Archery. Which one you research first doesn't have much of an impact on your economy, but in the time you're researching them, cottages will grow, cities will be founded, and resources will be improved. So, in effect, the first one you research is more expensive, and the one you research later is cheaper. This makes sense; having archers at turn 150 is better than having them at turn 200, so it
should cost more.
Now, let's say that you chose to take Archery, and now have the choice of researching either Bowyers or other techs on the same tier as Archery. But there's a problem: Bowyers currently has a cost of 115 turns, while the other techs on the same tier as Archery have deflated to a mere 18. This is a case where the tech's cost and its value
don't match up. Early longbowmen are almost certainly not worth abandoning other technologies for 115 turns when other techs on the same tier as Archery (Bronze Working, Currency, Code of Laws if memory serves correctly) cost a mere 18. So, going for Bowyers is
not an option, at least at this point. It's akin to clicking on Mithril Weapons at the start of the game and waiting for your Spartaiatoi. You'll get there quicker and with more benefits if you choose cheaper techs first.
Take a moment to let that sink in. Before you researched Archery, you had
X possible decisions to make about research. As researching Archery didn't open up any more possibilities, you now have
X-1 research choices. And if the tech tree just endlessly branches out, then you're going to keep on having
X-k research choices until your empire is advanced enough to consider choosing the next tier of techs.
Flash forward. You're now at the point where Bowyers costs 18 turns (a reasonable amount). Archery now costs a little over two turns*. Had you skipped Archery and just continued down the tree, then Bowyers effectively would cost 20 or so turns. So,
whether or not you have Archery at this moment has virtually no bearing on the efficiency with which you can research Bowyers.
[size="-2"]Not an accurate representation of actual tech cost. I'm just saying that if Bowyers costs 115 turns when Archery costs 18, then Archery would cost less than 3 turns when Bowyers costs 18.[/size]
So let's look at the situation. You now have Bowyers and comparable techs (Iron Working, Summoning, Priesthood) to choose from. Perhaps you don't have Summoning as a research choice, but as you can pick up Knowledge of the Ether and Elementalism in three or four turns, it might as well be there. It is inevitable that your empire is in this situation sometime, based purely off the amount of beakers you've collected.
What you've researched up to this point has virtually no bearing on your situation. You will arrive here every game you play, unless it ends before then.
So, having a tech tree made of nothing but branches, with no weaving at all, just gives the illusion of technological freedom. There is no specialization, just a choice of what bonus in your tier you want to get first, and second, and third before the next tier is "opened up" by your growing empire. I've gone off on a tangent here, but this is the logical progression of why I dislike open tech trees, so maybe it's helped you understand where I'm coming from better. Now back to your regularly scheduled response.
Techs should keep their value even if someone beat you to researching that tech first and already built the wonder/secret project that tech gives access to.
In the context in which you said it, yes, I agree with you. A tech must be valuable even after the wonder/project/hero/GP which its discovery allowed has been used. The only tech I can think of that disobeys this rule in vanilla Civ is Divine Right, and even that allowed an optional path to Nationalism.
[Do] not to give more than one one-time bonus (ie a secret project or in Civ4 also a Great Person) to a single tech.
A good bit of advice. Given the addition of another type of one-time bonus (heroes) and the fact that one person cannot have all of them, it might be more flexible in FfH, but the general idea is still very valid.
Create branches in a tech tree, that allow a certain degree of specialization... all strategies should be equally attractive.
Sort of already covered above, but I should probably add a note to this: the attractiveness of a tech is not just its function. The cost and what it leads to/requires must also be taken into account. Common sense, really.
Include some military benefits in every branch.
...
If you’re creating branches, it’s a good idea to include in every major branch a different yet similar benefit of everything that would be too unbalanced to have in only one branch.
Another thing that the FfH tech tree is sorely lacking. For one thing, it's tough to do this on a tech tree based on specialization. Setting up a branch like Education=>Horseback Riding=>Sorcery=>Divine Right is no good, of course, but Horseback Riding=>Stirrups=>Warhorses=>Domesticate Elephants is really no better. Another point for weaving the tech tree. As long as the branches remain so distinct from each other, this principle can never be applied.
So, to conclude, I think we agree on most of the points, Maniac. The main difference seems to be that you see -or- pathways as desirable to keep some specialization, while I maintain that specialization in that context can be nothing more than an illusion.