Future techs

Vorpal+5

Venturing in Erebus
Joined
Mar 25, 2008
Messages
658
I guess future techs are the generic & bland future tech of Civ4?

In upper level of diffs, the AI can reach that faster then the human. So why not have each future tech give an additional trait to the faction? At a higher cost than the current one (say 50.000 pts) but it can add some neat incentives :crazyeye:
 
well, the whole tech tree thing will eventually be expamded right? If I remember right, the first FfH had more techs than this one.
 
Traits is a bad idea, it ruins some of the uniqueness of each of the civs....

And yes the tech tree used to be bigger, but i think it was reduced in size because it was too big and some techs were just not worth getting....
 
There is still plenty of room to expand the tech tree. IMO we need more normal (non-magic based) units, but it's all up to Kael.
 
There is still plenty of room to expand the tech tree. IMO we need more normal (non-magic based) units, but it's all up to Kael.

I seriously doubt that will ever happen after the removal of pikemen etc.
 
It would be nice to give it a more game appropriate effect, like +5% to spell damage per level, and possibly tie some very expensive rituals to various levels of Future Tech. Perosnally I hadn't thought many people reached that point though :)
 
Depends on your play style. I had a friend whose choices were boyers, drama, some other early techs, and future tech. He had Omniscience before he had boats.
 
I've always wished the tech tree in FfH was longer and thinner, like vanilla's tech progression. That way there could be various ages and there wouldn't be so many techs to research at each level.
 
I find beelining Future tech almost necessary for late game war, so I don't get 26:mad::mad::mad::mad::mad::mad::mad: guys the instant I get attacked by Hyborem as the Malakim (I mean really, WTH?). I seem to need massive happiness buffers to do any sort of offensive operation at all.
 
I've always wished the tech tree in FfH was longer and thinner, like vanilla's tech progression. That way there could be various ages and there wouldn't be so many techs to research at each level.
Actually the 'age' mechanic was appropriated for the religions - the change of improvement and city graphics depending on your religion is handled using that mechanic.
 
I spam out dungeons. I don't remember exactly what civics I was running, although I concede the possibility I had bad WW ones. I do remember having Republic for the team anger thing and Liberty because the overcouncil shoved it down my throat. The Malakim get a small penalty anyway IIRC.
 
Yeah, war weariness gets a bit extreme. Civic and building management help but in the late game its still nuts, would be good if something was done about this

I quite like the tech tree as is, it prevents the absurd gaps between civs in the late game, and means if you want to win in a non-builder mode you can't just rely on dominant tech and top units
 
Sureshot did some good work straightening out the tech tree and the leaner lines would naturally lend themselves to more high end techs. The question, here, is whether we want to have a futuristic element in the game. The Might and Magic and Wizardry series have shown that it can be done, but many players want their fantasy pure. Even so, I can think of additional fantasy elements that might be introduced, along with new 'end game' victory conditions. It depends on whether Kael would like to extend a well established gameworld.
 
Actually the 'age' mechanic was appropriated for the religions - the change of improvement and city graphics depending on your religion is handled using that mechanic.

Yeah, but the eras also effect the Agnostic civs. I'm almost sure the Grigori's buildings upgrade graphically at certain junctions in time.
 
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