Proposal for Revamping Future Techs...

fitchn

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Jun 27, 2003
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I think future techs should remain in the game (I don't like an abrupt-ending tech tree, and I don't like the wasted science that so much time and resources were spent to build), but it definitely needs to be seriously revamped (I also don't like spending all of those resources on something that just increases my score by 5, with no in-game benefits). I like the concept of future techs simply representing the future, rather than creating sci-fi like or unrealistic/uncertain made-up future techs.

My proposal would be to create several different future tech categories that can be researched and produce subtle, but distinct, in-game advantages; each category could be researched so many levels deep. For instance (Note: all suggested benefits are for demonstration purposes only, and have not necessarily been balanced or explicitely recomended; categories borrowed from Rise of Nations):

Military Future Tech:
Level 1: All units 10% Cheaper to build
Level 2: Grant all units +2 Defense
Level 3: Grant all units +3 Attack
Level 4: Grant all units +1 Movement
Level 5: Grant all units +1 HP


Commerce Future Tech:
Level 1: One-time bonus of 10,000 gold
Level 2: Corruption reduced by 10%
Level 3: Unit support costs reduced by 10%
Level 4: All maintenence costs reduced by 10%
Level 5: All cities +1 gold income


Civic Future Tech:
Level 1: +1 Culture for all cities
Level 2: City radius increased by +1 for all cities
Level 3: +1 Happy citizen for all cities
Level 4: Population increase of +1 for all cities
Level 5: +10% food for all cities


Science Future Tech:
Level 1: All research reduced by 10%
Level 2: -50% Pollution
Level 3: Waste reduced by 50%
Level 4: City improvements/wonder cost reduced by 10%
Level 5: Science can be diverted to income, or some other resource (at a reduced rate)



The cost of these future techs should be relatively high (increasing dramatically with each level) such that it is next to impossible to research all of them. In the rare or exceptional case where they are all researched, nothing else would be available, but any 'wasted' science could be converted to resources (as per Science Level 5).

This proposal, in my opinion, would create subtle but distinct (and potentially powerful) advantages to the future technology, while still maintaining it's intended purpose of representing unknown future technologies.

Suggestions? Questions? Comments? Critisizims?


Mods: While this is a duplicate post (with some minor changes) of a reply I posted earlier in the 'Say NO to Future Techs' threads, I felt that it merited it's own thread, as it has a drastically different tone and direction than the aforementioned thread. If you disagree, feel free to close, delete, or move this thread and/or any of it's replies. Thanks.
 
Just want to throw my hat behind this idea, in principle. (The 'intention' more than the 'letter', so to speak. Not that I don't like the letter) :)
 
Agreed, although you are right the bonuses are unbalanced right this second. Also, there should be some 'future-graphics' that look kinda cool that are slowly implemented with these techs. Some complain that the transition from major advances to incremental improvement seems silly. I agree superficially, but at that point in the game its a lot more balancing.
 
Question about the level 5 Science: Can't you already do this by dropping the Science Slider?
 
Mewtharthio said:
Question about the level 5 Science: Can't you already do this by dropping the Science Slider?

True, so here is what Level 5 Science would do for you. Each city would now reinvest the science it produces into local improvement projects. Each city would start accumulating research towards more efficient squares, less costly improvements, more effective improvements, etc. This was science center cities would become even more terrific with self-investment and you would have a reason to keep the slider higher. Bascally, it would be like individual future techs for that city. The discussion would now be whether the direction of city research is chosen by the player or the system.
 
MSTK said:
So...the higher the science slider, the more money you get?

I still think keeping the Science Slider to 0 would give you more income.

With mine, not at all. Now your cities do their own research which will improve individual tiles, improvements, citizens(don't ask the concept) and costs of stuff not built. The Science Level 5 Tech can't be researched until the others are.
 
fitchn said:
Sorry, didn't see that thread; it's 3 months old, and who-knows-how-many pages back.

that's why i created the sticky ;)

fitchen said:
Either way, I think that my idea takes the ideas mentioned in that thread to the next level, particularly in terms of the various categories and how the benefits should be implemented.

your missing the point, to make it easier for all persons involved, it would be best to keep dicussion in on a topic to one thread to easily have all viewpoints in one place, and if everyone made a new thread everytime they had a 'devolpment,' 'improvement,' or 'possibility' the forum would be very clutered and would be hard to find new topics

post your comment in that thread
 
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