Is the single biggest issue the tech web?

Random available techs have to be well balanced to begin with. We're not there yet. If you have 5 key techs among 40 then this system will fail really hard.

Edit: Hmmm someone probably already said it :p

Reshapping the web each game is cool though. Don't really think it would change much as far as civBE is concerned. Make the ones we have interesting first rather than having a lot of them not worth their cost.
 
Well there is a difference between
'pure blind'-I dump research into a pot and get random benefits occasionally
v.'random research available and visible'- I see the options for me to research but not what other research it will lead to.

So the strategic choice is between what options you can research right now. (Same as a Random map gives you choices of where to settle, but a particular terrain setup is not necessarily in the game (and if it is you have to find it.

I was imagining something like what Krikkit describes here, but I could also see something such as the whole web is visible when you start, but the connections and locations vary slightly on the circles each time. What would be fun about that is that folks who like planning out their tech development in advance can do so--but it would also add a huge degree of variety into the game. Some games, you have to develop X to get Y to get Z, and in the next play-through, you have to develop X, then hop over to W, then hit Z, and so forth.

That means you will end up with different combinations of units or techs, and the gameplay feel will be slightly different each game. I think that would offer a lot of re-playability, and the fun for those who like planning out their tech in advance would be in determining out the most optimal route *this time* under the new configuration.
 
The tech web makes CIV:BE less boring. It has problems, sure, but minor, and not detract too much from enjoyments
 
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