Primary and Secondary Research Idea

Batho

Chieftain
Joined
Jun 21, 2004
Messages
50
Location
Canada
I have posted something similar in the sticky under seperate tech trees but no one has responded after a couple of weeks so I decided to start my own thread.

Here is what I think would be a good idea for the tech tree in Civ4.

There is a second slider bar to determine how much research goes to primary advances and secondary advances. Primary advances would be necessary to advance through the ages and would form the basic structure of the regular tech tree in Civ3. The primary tree would give you access to the basic units and city improvements.

Secondary advances would not be necessary to research but would allow new untis, improve existing attributes, reduce production times, reduce pollution, etc. etc. These would kinda be like the ironclads, democracy, free artistry, technologies. Secondary technologies would be cheaper to research, but abundant in numbers. This would allow players either to speed through an era getting the basic units and improvements, or allow them to concentrate on developping current technology to gain an edge.

A few examples I had in mind:
- After getting advanced flight, a secondary tech could be ship-borne helicopters, that would give destroyers a greater LOS and combat abilities versus subs.
- After getting combustion with subs, a sceondary tech could be the acoustic torpedo that gives subs a +1 attack
- After getting combustion, a secondary tech could be subpens, a city improvement that decreases(eliminates) the chances of subs in harbour to be hit by bombardment.
- After replacable parts, a secondary tech could be machine guns, which could allow the creation of a new unit (similar to the Pacific Campaign in Conquests)

Also, this could allow players to choose different units that they would want at their disposal. For example, instead of getting a standard destroyer after researching combustion, players, could choose from 2 or 3 types of destroyers with differing cost and attributes.

I think this gives a more realistic insight into how players could develop their civilization into something very unique each time they play and expand the replay value making it interesting each time.

Well, that's my two cents, let me know what you think.

Batho
 
An idea to prevenet that would be to not allow secondary techs to be traded or put some sort of limitation on how/when they can be traded. I noticed that some techs, AI civs don't like giving up very much, such as ones that allow new units, wonders, governments, or resources. The AI (to me) rarely trades away a tech that gives a wonder until it is completed, (ie. they won't trade economics until smith's is completed). So secondary techs could be grouped in like this so that they won't trade them until they aren't the 'leading edge in technology'.

Batho
 
I actually like the idea of preventing them from being traded altogether.

I kinda tried to build on your idea a bit in my own thread...and I might as well bring it up here as well. I think the coolest part about this idea is that it allows civ traits to have a LOT more effect on how that civ develops, by linking them with certain secondary advances that pertain specifically to the kind of civ they are.
 
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