let's talk science.
I'm not talking about a specific tech tree yet, but how to progress in a research for a technology.
I'd like to try blind research again, and adapt the eureka system to something more progressive.
There have been a lot of discussions on the subject on the forum, here are a few links for reference:
https://forums.civfanatics.com/threads/different-approach-to-science.615544/
https://forums.civfanatics.com/thre...-featuring-probability-of-discoveries.522699/
https://forums.civfanatics.com/threads/a-new-model-for-science.522298/
Early draft for research:
I'm not talking about a specific tech tree yet, but how to progress in a research for a technology.
I'd like to try blind research again, and adapt the eureka system to something more progressive.
There have been a lot of discussions on the subject on the forum, here are a few links for reference:
https://forums.civfanatics.com/threads/different-approach-to-science.615544/
https://forums.civfanatics.com/thre...-featuring-probability-of-discoveries.522699/
https://forums.civfanatics.com/threads/a-new-model-for-science.522298/
Early draft for research:
- multiple fields for research (science, military, production, economy, culture...)
- prerequisite could be something else than another tech (resource, combat XP, date, ...)
- research is based on your actions at the beginning of the game, for example:
- working a plot with wheat/rice give points for pottery
- working a plot with cattle give points for animal husbandry
- a city on the coast give points for sailing
- certain buildings will allow to complete projects to advance in a specific field of research (barracks = military, library = civics/science, workshop = production...)
- higher cost for research
- tech diffusion from contact with other civs (depending on relation, distance, trade routes, ...)
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