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Tech System

Discussion in 'Civ4 - MOO2Civ' started by sourboy, Apr 1, 2010.

  1. sourboy

    sourboy Awakening...

    Nov 25, 2001
    I posted this in the release thread, and was asked to place it here for review:

    Ok, I've played this a few times through and I need to comment fully, for better and for worse:

    1) Excellent endeavor, very nice so far -- however:

    2) The tech system is rather worthless. Making weapons and armor be merely unit upgrades makes them a joke when they can only be applied as combat experience upgrades. It's much more intelligent to simply tech up to the next ship class and take the preset attack/defense numbers and ignore the other 3/4 of the techs dealing with minor 10% bonuses.

    Suggestion: Why not have certain weapon/armor upgrades be prerequisites to unlocking larger ship classes? This forces more techs to become viable.

    Scout (default) -- no req -- nuclear missile (default) -- no req

    Frigate -- req laser cannon -- req merculite missile -- req titanium armor
    Hv Frigate -- req fusion beam

    Destroyer -- req mass driver -- require pulson missile -- req tritanium armor
    Hv Destroyer -- req neutron blaster

    Cruiser -- req ion cannon -- req anti-matter torpedo -- req zortium armor
    Hv Cruiser -- req graviton beam

    Battleship -- req phasor -- req zeon missile -- req neutronium armor
    Hv Battleship -- req gauss cannon

    Titan -- req plasma cannon -- req proton torpedo -- req adamantium armor
    Hv Titan - req disrupter cannon

    Doom Star -- req mauler device -- req plasma torpedo -- req xentronium armor
    HV Doom -- req death ray

    This forces your techs to be directly related to the ships, just like in MOO2. Then make your techs that give combat bonuses make up the combat upgrades, example:

    Weapon upgrades: piercing -> enveloping -> continuous -> autofire
    System upgrades: battle scanner -> auto repair ->
    Defense upgrades: jammer -> capacitar -> displacement device -> cloaking

    That way as a ship levels, the upgrades unlock as well, which is probably about the time the research has unlocked them. That would make your game WAY closer to MOO2 and much more enjoyable to level, not to mention the AI would be much better.

    3) Can you list requirements in the (moo)ilopedia? It would be nice to know what techs unlock starbases and other game improvements. I don't know if it's a bug or a requirement somewhere, but I've noticed I cannot build them or even shipyards on certain star systems (cities) regardless of my resources, techs, or connected starlanes (roads). It'd be nice to know what's required so the player can seek those needs.

    Other than that, great game, I hope you take it to another level.

    I can go into better detail if this interests the modders, but I was merely trying to add a quick suggestion to help my rant be more constructive at the time.
  2. Agent327

    Agent327 Observer

    Oct 28, 2006
    In orbit
    I already copied that entire post to the New Tech Ideas thread. :mischief:
  3. sourboy

    sourboy Awakening...

    Nov 25, 2001
    Ahh well, then ignore this. ;)

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