Future tech and future civ

...I would suggest something like this: for each batch of future tech, all friendly combat units gain +5 combat strength. For each batch of future civ, all friendly cities gain 1 amenity.

I’ve always wanted something like this. The game even let you choose the type of future tech/civic you research, for instance:

- military future tech
- economic future tech
- diplomatic future tech
- medical future tech
- information future tech

And each would have different benefits like 5% strength in all military units, 5% increase in building gold yields, 5% pop growth, etc. Give the player the opportunity to choose their area and of focus/interest basically. Could also consider options such as:
- do you want 5% increase in strength of all units or a promotion for all cavalry units?

When the selected tech type is complete.
 
One thing I think needs fixing is the absence of high end stuff at the end of the tech tree. No stratosphere paratroops or giant robots. It means that once you have researched all the tech you need for your space programme, there's nothing new to get, and in the turns while you put the Mars mission together (a) the other civs catch up with you in tech, and (b) you just spam a lot of future tech. Science and culture become effectively useless commodities.

I don't see why future tech has to be so useless. A few extra points on your score isn't going to make much difference. Future tech is not going to be as dull as, to steal a joke from Rowan Atkinson, inventing an Opal Fruit that tastes of fruit. It should have some tangible effect! I would suggest something like this: for each batch of future tech, all friendly combat units gain +5 combat strength. For each batch of future civ, all friendly cities gain 1 amenity.

Maybe this would be an easy mod to make?

The game has to end somewhere. What you can do is add amenities, loyalty or similar stuff for each future tech you develop, of course only small amounts & surely not combat strength. You could also include some "secret" techs you can only get under certain circumstances. Those could be some future techs, but you would have to be careful that they are more flavor & not unbalancing.

Example: Giant Robot, can only be explored if you recruit a certain great person & develop 5 future techs, has comparable combat strength to modern armor armies, similar costs to modern armor armies & can't be build as army -> just looks cool.
 
Do you realize how OP that is? You could have 50 future techs, and some poor ai bastard doesn't even have one. Do you really want the game to become MORE lopsided in favor of the player?

If they're that behind, the game is effectively over anyways.

I think they should go back to Civ 4's small bonus per future tech. +1 amenity/+1 housing
 
I’ve always wanted something like this. The game even let you choose the type of future tech/civic you research, for instance:

- military future tech
- economic future tech
- diplomatic future tech
- medical future tech
- information future tech

I would be for this as long as the price per tech increased significantly per discovery by type.

For Science
Military provided +1 combat strength and 5% discount to unit costs (miniaturization)
Economic 1% GPT
Diplomatic +1 visibility
medical +1 base housing per city
information 10% discount of all future future tech.

Culture already has a repeating bonus, but you could also add in +1 amenity per city per level
 
I found this thread about a week ago and spent the time thinking about it and I think there should be "focused" future tech such as;

Future Tech Production: +1 Production in all cities
Future Tech Amenities: +1 Amenity in all cities
Future Tech Food: +1 Food in all cities
Future Tech Faith: +1 Faith in all cities
Future Tech Coin: +1 Gold in all cities
Future Tech Science: +1 Science in all cities
Future Tech Culture: +1 Culture in all cities

To get Future Tech (A) 2, you would have to have Future Tech (A) 1 and Future Tech (B) 1. To get Future Tech (A) 3 you have to have Future Tech (B) 2 and Future Tech (C) 1 and so on and so on. To make it so you can't just rush one of them.
 
I found this thread about a week ago and spent the time thinking about it and I think there should be "focused" future tech such as;

Future Tech Production: +1 Production in all cities
Future Tech Amenities: +1 Amenity in all cities
Future Tech Food: +1 Food in all cities
Future Tech Faith: +1 Faith in all cities
Future Tech Coin: +1 Gold in all cities
Future Tech Science: +1 Science in all cities
Future Tech Culture: +1 Culture in all cities

To get Future Tech (A) 2, you would have to have Future Tech (A) 1 and Future Tech (B) 1. To get Future Tech (A) 3 you have to have Future Tech (B) 2 and Future Tech (C) 1 and so on and so on. To make it so you can't just rush one of them.

Maybe divvy it up between the Research and Civics trees. Future Tech options allow for extra production, food, gold, and housing. Future Civics options allow for extra governor appointments (the current default), faith, envoys, and amenities. I'm not sure you need a boost to science or culture once you've already hit the end of their tree.
 
Boost to science would be a waste, but you still could need additional culture if there is Greece in the game.
And don't miss a boost to unit's military strength.

Good point. Future Tech could include options for boosting land military strength, naval military strength, or air military strength. Future Civics could include an option to boost tourism.
 
I forgot to add: Make each level of future tech more expensive than the last maybe 5% or 10% more expensive to get just so you "have" to keep investing in science or you get a slow down.
 
If you just want something to do with your science, then isn't getting some minor bonus (to Amenity or housing or something similar) from future techs enough?

I think they should go back to Civ 4's small bonus per future tech. +1 amenity/+1 housing

This. Civ4's model of a little extra happy and healthy in every city was a good one. Sure, maybe you research a few while you're mopping up a victory. A nice little thing to have to keep science seeming semi relevant. (Might want future civic to also give 1 envoy or something too.) And in late start games, it spices things up a bit. In general, i think Civ4 handled it well with some late game techs like genetics giving some nice little civilizational boosts. No mess of units and buildings, just little touches here and there. A few improvements get little end game bonuses, but some techs just do absolutely nothing but a spaceship part- boo!

I also like the inclusion of near-future tech and units in the base game. That said, I do think that it should be a toggle in the Game Setup menu. As far as content goes, they should have a lot of units, buildings, improvements, and tech names that they could lift from Beyond Earth. They could even bring over concepts like aquatic cities and the satellite layer.

Similarly, I'd be a fan of an optional magic-based component to the base game, possibly branching off from the Pantheon system.

Sounds like you're in the queue with the rest of us for a redux of Civ4's Gods of Old mod/scenario they included with Beyond the Sword. And nextWar. Boy were arcologies and that other crazy stuff fun. The civ5/6 religion system would make it such a blast too- quite literally if some prophets were calling down meteor strikes again...
 
This. Civ4's model of a little extra happy and healthy in every city was a good one. Sure, maybe you research a few while you're mopping up a victory. A nice little thing to have to keep science seeming semi relevant. (Might want future civic to also give 1 envoy or something too.) And in late start games, it spices things up a bit. In general, i think Civ4 handled it well with some late game techs like genetics giving some nice little civilizational boosts. No mess of units and buildings, just little touches here and there. A few improvements get little end game bonuses, but some techs just do absolutely nothing but a spaceship part- boo!

I could not agree more the end of Civ 4's tech tree was nice even having future tech doing something to help your "people" the end of Civ 6's tech tree is depressing. It's either unit upgrades so your better at killing each other, nukes so you've mastered killing each other or get me off this planet.
 
...arcologies...

The sky above the port was the color of television, tuned to a dead channel.

I could not agree more the end of Civ 4's tech tree was nice even having future tech doing something to help your "people" the end of Civ 6's tech tree is depressing. It's either unit upgrades so your better at killing each other, nukes so you've mastered killing each other or get me off this planet.

Agree. It's not very hopeful.

I'd really love Civ to do just a little more with future tech. Not lame science fantasy. But take a good look, and give us some really full on thoughtful hard sci-fi stuff. I don't think there needs to be massive bonuses. Just some stuff that makes you go huh, that's cool, and then you end up on Wikipedia or YouTube watching awesome science vids.

I don't have a problem with the Science Victory. It is what it is. But I think maybe it does lack some imagination. It's a bit... reductive. Not in the goal, but in the execution. It's a pity it's not more about the diplomatic elements, having to cooperate with other nations, buying in resources, that sort of stuff. I mean, build a glorified aerodrome and run three projects isn't exactly inspiring.
 
This. Civ4's model of a little extra happy and healthy in every city was a good one. Sure, maybe you research a few while you're mopping up a victory. A nice little thing to have to keep science seeming semi relevant. (Might want future civic to also give 1 envoy or something too.) And in late start games, it spices things up a bit. In general, i think Civ4 handled it well with some late game techs like genetics giving some nice little civilizational boosts. No mess of units and buildings, just little touches here and there. A few improvements get little end game bonuses, but some techs just do absolutely nothing but a spaceship part- boo!



Sounds like you're in the queue with the rest of us for a redux of Civ4's Gods of Old mod/scenario they included with Beyond the Sword. And nextWar. Boy were arcologies and that other crazy stuff fun. The civ5/6 religion system would make it such a blast too- quite literally if some prophets were calling down meteor strikes again...

Maybe a simple tweak would be that every future tech/civic you unlock, it opens up a new screen where you choose a bonus. There's a ton of choices of bonuses - one for each of the yields, one for each district, an extra envoy, extra amenities/housing, or combat yields, or even could add a bonus for resources (ie. +1 production per pasture). It wouldn't really mean too much, since each bonus is pretty small. Even if you're only allowed one of each, it's kind of like getting to pick a pantheon.
 
It would be enough to to add +2 strenght and +2 movement to each unit every future tech step.

This way the game could be prolonged with 0 time devs effort.

Even if the majority of the games end within the end ( or before ) of the science and tech trees, at least in my own games.
 
Empty box ticking Future Techs don't mean anything.

A whole new branch of Techs could be created by just borrowing the Satellite idea from Beyond Earth instead.
 
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