Should we even have a Tech Tree in Civ VI?

ThisNameIsTooLo

Emotion Lord
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Alright, alright, put the spears down, just... just hear me out.

After learning about a couple of gameplay features in the recent press release -- the Civics Tree, and the fact that certain events advance your research in technologies suited for exploiting those opportunities -- I actually believe that it's time to let go of the old tradition of researching technologies in a planned-out manner.

My reasoning is two-fold:

First, it seems really rather redundant to me to have two separate trees for researching new things, and to discover Techs and Civics in the same way. It was fine in Civ IV, when Technologies and unlocking Civics shared one tree, and it was also tolerable in Civ V, as the Social Policy trees functioned in a manner not entirely similar to the Tech Tree. But if Civ VI has two trees which work the same way, I'd be afraid that pursuing the Science and Cultural Victories would feel too similar.

Secondly, it occurs to me that the Tech Tree, as a representation of scientific progress, is very unscientific. In real, frontier science, you don't know what you're going to be developing ahead of time. You cannot simply command your best and brightest to research Engineering; as far as you and your people know, there is no better way to defend your cities than to simply apply the tenets of Construction on a grander scale. The idea wouldn't occur to you to tell your builders to find a way to make Construction more Mathematical, because how could the whim of some mad king lead anyone to mask together two disparate concepts?

It is said that necessity is the mother of invention. What better way to simulate necessity than to have all technologies research concurrently, and to accelerate research in certain technologies in response to certain encounters and events? This is how real science works; the scientists / philosophers / wise men stumble about in the dark of the unknown, applying their hypotheses and proving or disproving them to push back the darkness on all fronts, bit by bit. They don't know what they'll find when they shed new light on the world around them, or how their discoveries will shape the world in the generations to come, beyond mere speculation.

As an example: When the first curious human gazed upon the endless ocean, he wasn't commanded to research a way to fish up the sea's bounty in an efficient manner. Instead, he simply spent his days at the ocean, playing with rocks and twigs, noting idly how some objects floated better than others. He didn't think anyone would build a boat someday, or engineer nets and traps to catch the animals of the deep. But his odd obsession would go on to inspire others to play with objects in the ocean. Eventually, someone makes a raft, and it's fun to ride, but no-one thinks a simple toy will change the world. On and on this cycle of discovery continues, and then, without anyone ever having realized, they've built an entire economy around deep-sea fishing.

With the Tech Tree in place, it often happens that the player's whim coincides with what is necessary for the civilization's survival, but it's not always going to work out that way. It is, after all, technically possible to research naval technologies without being near any large bodies of water. Not only that, but you can research Sailing just as quickly as you could research Writing. When you think about it, the fact that it's even possible is nothing short of insane.

The same is not true of Culture and Civics. Whereas technology is an interaction of the human mind with the natural, physical world, culture is entirely invented in the human mind. With Civics, or cultural movements, it is entirely conceivable that a king could have a Civic as an end goal in mind, and dictate that this Civic become law. The Burial Ritual, for instance, can just come to a Pharaoh in a dream, and he'll order the formation of a cult of priests to begin practicing the ritual for enshrining the dead. Over time, the ritual becomes more sophisticated, and it gains popularity across the kingdom, until finally there is no opposition to the concept. The progress of "researching" a Civic can be measured through popularity polls.

Scientific research does not have any metrics of progress of the sort.

My conclusion is this: The Civics Tree should take up the mantle of the Tech Tree, and it should fully co-opt all the research mechanics of its predecessor. And technologies should be researched concurrently, with focus automatically shifting in response to developing necessities of the empire. Building farms inspires research into mathematically-precise crop rotation and harvest schedules. Uncovering water tiles near your territory inspires research toward exploring down and across. Establishing diplomatic relations with nearby empires inspires developing new methods of communication.

Cultures are planned. Technologies are discovered.

Okay, NOW you may skewer me with spears.
 
I think the Eureka moments are meant to represent those actual Eureka moments that come from necessity and chance. As for the core tech tree system, there's a tiny bit of truth to the fact that research can be directed on a civilization wide scale - you can see that there's some potential in a technology and then the government could say "hey, let's put money into making these rockets that could go into space". Or if not that then "let's fund people making interesting military improvements" or "we have to figure out this crowding problem, let's fund some architects and civil engineers to tackle that problem." The game could actually be modeled in that way, with an invisible tree and only inklings of what can be discovered, but since the tree is static and since players already have access to history, that hiding would be pretty useless.
 
Yes, I never knew how much I loved the tech tree until I suffered through BE's "tech web."

What an utter abomination.
 
Yes, I never knew how much I loved the tech tree until I suffered through BE's "tech web."

What an utter abomination.


Lol, I thought it was fine myself. The rest of the game was entertaining and I had alot of fun but it isn't the answer to the predictable tree.

I like the Stellaris random weighted three draws myself. Static tech trees do seem to be growing a bit stale.
 
I really like the approach that Stellaris took.

You have 3 different research areas and when one lot of research is finished you are presented with 3 options to choose from. More research focused races may get 4 options. Occasionally these options do not reappear again until later so you really need to think about what you research.

An example from a recent game - I had one early enemy who was behind me in most metrics except for one. I had chosen early not to research point defence (defence versus missiles) in favour of something else. His main weapons were missiles. I was locked in a war with an enemy who could could counter my weapons but I couldn't counter his. I eventually got point defence through researching battle debris (this can open up even more research choices) My decisions mattered.

This works with Stellaris due to the huge number of technologies and could be implemented into Civ with work, however, it would play merry havoc with many players idea of Civ which is almost a mathematics exercise.

OT - Perhaps there should be race specific technologies that are only available to be researched once the originating civ has research it? An example might be chariots. This isn't 100% correct but until the Hurrians are added the Egyptians have the unique technology "Chariotry". You could do the same with Huns considering them to be a fairly generic horse nomad type with "Horseriding". Assyrians with "Ironwork" etc This may lead to these races having a Golden Age while they have this tech. Conversely if they are eliminated (assuming capitals can't be razed) their conquerors get the chance to discover this tech.

Anyway just thinking out loud.
 
How would you do that specificly. Using game language

Well, here's my first stab at an actual execution. It's going to have a lot of kinks to work out, but at least it's a foundation.

  • Each technology has a variable multiplier (an integer value) associated with it. The amount of progress each technology gains per turn is equal to your :science: per turn times the multiplier.
  • The multiplier for each technology rises and falls when certain conditions are met. By default, all technologies beyond the first tier have a multiplier of 0, and so get no beakers until you start meeting the prerequisites.
  • The prerequisites for technologies relate to territory in and around your empire, infrastructure in place, Civics enacted, diplomatic standings, and so on. Researching earlier technologies is never a prerequisite (otherwise it's just a Tech Tree in disguise) But while not strictly required, you should construct buildings and districts or use the special abilities provided by other technologies to encourage research of certain techs.

Here's an example of what the prerequisites for Banking might be. Each prerequisite bumps up the tech's multiplier by 1 (causing it to research faster):
  • Empire-wide Income (before Expenditures) exceeds 30.
  • Empire-wide Expenditures exceeds 30.
  • Empire-wide Science Per Turn exceeds 60.
  • More than half of the rival empires you've met have greater net worth than your empire.

I say that using the gains of earlier technologies is not strictly required, because every tech's research multiplier is also determined by your espionage or diplomatic standing with rival empires. Thus, it is technically possible to end up in a position where your technologically-backwards empire acquires an advanced technology, without having the technologies that many would consider lay the foundations of the tech you just acquired.
 
Well, it's a choice of game design.

- Predictable tech tree means long-term planning and represents the progress through the game.

- Predictable tech tree with a lot of freedom (i.e. tech web) means exploiting the tree through beelining. That's why CivBE developers added affinity points spread through the tree - they've made affinity to be the real progress of the game.

- Unpredictable tech tree means it doesn't have any long-term planning, instead forcing player to adopt to unpredictable conditions. This could be good for a space game, but Civilization has complex map requiring player to adopt too, and with the best replay value in the whole gaming world, it doesn't need another randomizer.
 
I am actually a big fan of the new culture "tech tree" - it's something I wanted since forever.

I think your idea is interesting and could be done in a total overhaul "reality mod" down the line (and I would play that mod for sure) but it wouldn't work for the base game.

The tech tree is a tried and true formula - it gives you something to latch on, it ensures that things happen more or less in the same order they did in real life, it makes the game more predictable and gives the player control, etc. etc.

That said - I personally like your idea. I would love to see a strategy game based on the ideas from Guns, Germs and Steel, and you seem to be going in that direction. But I am under no illusion that it wouldn't be a niche title.
 
The key question should be 'is it fun or not?'. When I want to discover Nuclear Fission, I want to click on it and wait a few turns -- not have a weighted chance at discovering it. Real life tends to be unpredictable to a greater degree than I'd prefer; therefore I like to be in total control when it comes to computer games. YMMV, but I bet there are a lot of people like me out there.
 
Well, here's my first stab at an actual execution. It's going to have a lot of kinks to work out, but at least it's a foundation.

  • Each technology has a variable multiplier (an integer value) associated with it. The amount of progress each technology gains per turn is equal to your :science: per turn times the multiplier.
  • The multiplier for each technology rises and falls when certain conditions are met. By default, all technologies beyond the first tier have a multiplier of 0, and so get no beakers until you start meeting the prerequisites.
  • The prerequisites for technologies relate to territory in and around your empire, infrastructure in place, Civics enacted, diplomatic standings, and so on. Researching earlier technologies is never a prerequisite (otherwise it's just a Tech Tree in disguise) But while not strictly required, you should construct buildings and districts or use the special abilities provided by other technologies to encourage research of certain techs.

Here's an example of what the prerequisites for Banking might be. Each prerequisite bumps up the tech's multiplier by 1 (causing it to research faster):
  • Empire-wide Income (before Expenditures) exceeds 30.
  • Empire-wide Expenditures exceeds 30.
  • Empire-wide Science Per Turn exceeds 60.
  • More than half of the rival empires you've met have greater net worth than your empire.

I say that using the gains of earlier technologies is not strictly required, because every tech's research multiplier is also determined by your espionage or diplomatic standing with rival empires. Thus, it is technically possible to end up in a position where your technologically-backwards empire acquires an advanced technology, without having the technologies that many would consider lay the foundations of the tech you just acquired.


There are several reasons why a tech tree is a better idea. First of all it allows for strategic planning, and transparency. I never liked blind research in SMAC, and imho it's a bad design choice. Also it would be absurd if you could theoretically have the ability to construct a submarine if you couldn't even make a boat from before. You describe realism as a reason to abandond a tech tree, however there is realism in that knowledge is built on knowledge.

Also the prerequisites you describe for banking has no connection to the real world. What is the tech banking anyway? IIRC the act of lending money (the banking "tech") is about 3000 years older than actual banking institutions. It's a game of abstractions, and we have to accept that what's most realistic wouldn't be the most fun system in a game. If we follow the realism path: if you change government to communism after you discover banking and build banks, will you lose their bonuses and have them demolished? Imagine the problem balancing such instances of realism.

Gameplay trumphs realism every single time, as it should be. For example trade routes are much older than agriculture, but I've never seen that represented in any Civ-version.
 
I have a similar take on the OP’s views. The tech tree would still exist; however, science would be removed from the game. Each tech could only be unlocked by (possibly multiple way to unlock OR multiple requirements to fulfil) “Eureka” moments (from what we’ve seen so far in the Civ 6 gameplay videos). E.g.:

• Mining: Work hill/mountain tiles for a total of X turns [each turn a citizen works the aforementioned tile adds “1” to the counter].
• Fishing: work a shore/ocean tile for X turns.
• Agriculture: Work a plains/grassland/floodplain for X turns.
• Pottery: Get a city to size X
• Masonry: get a city to size X [Or/and] construct X buildings in your civilization.

Main downsides I can think of are:

• Tech trading would have to be much easier (even as simple as trade routes would naturally transfer technology to others cis) to allow for civ’s that did not have access to such specific scenarios;
• Balancing such ‘tech tree’ would be an absolute nightmare;
• People would be forced to play ‘rounded’ each game e.g. you would need to wage war, explore, develop cities, etc. You couldn’t just play as a pacifist as it might mean you miss out on a large chunk of the tech tree (although in a way, is historically accurate).

It would however, be nice to see your civ develop based on your direct gameplay.

[edit]: Its just come to mind; another alternative to the tech tree is similar what the OP has mentioned is how policies (continental congress) were selected in the Civ 4: Colonisation game. Rather then just science, you would have multiple tech types (e.g. military points, exploration points, development points, cultural points, etc.). The tech tree could either be unlocked by selective or blind research, based on your actions in game.

Its an interesting idea if someone could pull it off.
 
I like this idea as well although I think it should just change the way the tech tree works rather than replace it. The way I see it:
  • Research is much slower
  • You can research all available techs at a time
  • Techs have numerous 'Eureka' moments
  • Techs may have passive modifiers (like working a specific tile etc)
  • At Education/Universities/Scientific Theory, you could focus tech more
  • Trade routes with other civs allow you to reseach their techs slightly quicker

That way, it's much more organic and realistic without completely replacing the tech tree as it stands. Important techs like pottery or construction will have fairly basic research bonuses like population growth and building improvements. Sailing however would have a similar bonus for a river nothing significant without coast and any naval tech after it would take ages.
 
Sid actually tried several different methods for research while working on the original Civilization, including one where research was just sort of random. He ended up dumping them all and going with the tech tree as we know it so that the player had control of their civilization's direction. Thus, while I expect the series to continue innovating tech research in this and future installments, I seriously doubt that they'll end up going with a system that takes very much out of the player's hands.
 
I like this idea as well although I think it should just change the way the tech tree works rather than replace it. The way I see it:
  • Research is much slower
  • You can research all available techs at a time
  • Techs have numerous 'Eureka' moments
  • Techs may have passive modifiers (like working a specific tile etc)
  • At Education/Universities/Scientific Theory, you could focus tech more
  • Trade routes with other civs allow you to reseach their techs slightly quicker

That way, it's much more organic and realistic without completely replacing the tech tree as it stands. Important techs like pottery or construction will have fairly basic research bonuses like population growth and building improvements. Sailing however would have a similar bonus for a river nothing significant without coast and any naval tech after it would take ages.

I absolutely agree with all of these points. In fact, I meant to convey most of these in my previous posts, but I didn't articulate them well enough.

As for the common complaint that Tech research shouldn't be truly blind, I can see where you're coming from. I wouldn't be opposed to having a Tech Map which displays all the techs and what you need to setup beforehand for each. This way, you're not commanding your people to "research this tech", but rather commanding them to build the infrastructure which will inspire more scientists to look into the techs you want.
 
I may have been too harsh in my initial assessment... It it were predictable enough (to the point where with a significant investment you could be almost certain of discovering a particular thing within a few turns), then it could be better than the current system. Thing is, though, that depending on the balance this is going to be either a fantastic or a terrible experience. There is very little in between. So it would be a tremendous risk to totally ditch the tech tree in favor of this system. Imo, if the Eureka moment system works well enough in Civ VI, they could try it in Civ VII (or perhaps in a DLC scenario, with far less 'discoveries' to balance).
 
No tech trees, please, just tech categories/fields. Pick a category and see what you get (result should be affected by your tribe's trait setup).
 
The idea is great, but I doubt the gameplay experience would be any good if not thoroughly test out. This idea is best test out in a mod. Once the design and mechanics work out, it would be a great addition and a change for the game.
 
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