historix69
Emperor
- Joined
- Sep 30, 2008
- Messages
- 1,412
In the "Age of Empire" - Series (and I think also in "Rise of Nations"), the player usually has to research the advance into the next era, before he can start to research the technologies of the new era. The era advance is separating the different eras.
In Civ5, the advance into a new era is done by just researching an available tech from that era. Techs of a new era usually have slightly increased costs compared with techs from the previous era. In Civ5 tech tree eras are rather small with a depth of only 2 techs so by researching a small number of techs the player can slingshot to the next era and profit from new research buildings and/or social policies. Military units of an era are widely spread over the tree so that the player often is using military equipment of 2 or 3 different eras, which feels unhistorical. (E.g. having Lancers, Cavalry, WW2-Infanterie, Artillery, modern Marines and ... Frigates.)
By transfering a percentage (maybe 50%) of Research costs from all the individual Techs into the Era advance, players would spend many turns to advance into a new era but would be able to aquire techs for units and buildings of the current era rather quickly and could use them together, allowing a more historical feeling.
Example :
new Tech Cost = 50% of old Tech Cost
Next Era Cost = 50% of sum of old Tech Cost of current Era
Example :
Era has 10 Techs a 100 Research Points (RP) = 1.000 RP total.
new Tech Cost = 50 RP
Next Era Cost = 500 RP
The devs might easily implement a slider to individually define the percentage between 0% and 100% with 0% representing the current system (free era advance, normal tech costs) and 100% representing a system where the player just researches the era and then has access to all techs of the era.
In Civ5, the advance into a new era is done by just researching an available tech from that era. Techs of a new era usually have slightly increased costs compared with techs from the previous era. In Civ5 tech tree eras are rather small with a depth of only 2 techs so by researching a small number of techs the player can slingshot to the next era and profit from new research buildings and/or social policies. Military units of an era are widely spread over the tree so that the player often is using military equipment of 2 or 3 different eras, which feels unhistorical. (E.g. having Lancers, Cavalry, WW2-Infanterie, Artillery, modern Marines and ... Frigates.)
By transfering a percentage (maybe 50%) of Research costs from all the individual Techs into the Era advance, players would spend many turns to advance into a new era but would be able to aquire techs for units and buildings of the current era rather quickly and could use them together, allowing a more historical feeling.
Spoiler :
Example :
new Tech Cost = 50% of old Tech Cost
Next Era Cost = 50% of sum of old Tech Cost of current Era
Example :
Era has 10 Techs a 100 Research Points (RP) = 1.000 RP total.
new Tech Cost = 50 RP
Next Era Cost = 500 RP
The devs might easily implement a slider to individually define the percentage between 0% and 100% with 0% representing the current system (free era advance, normal tech costs) and 100% representing a system where the player just researches the era and then has access to all techs of the era.