Tech tree expansion

Alzara

Emperor
Joined
Jan 2, 2008
Messages
1,214
Location
Florida
Hey guys

I was just thinking. Completing the tech tree seems quite easy in FfH. Often I have completed the tech tree with around 300 turns left in the game. In a normal game of civ, this usually isn't the case. Does anyone else thing that the tech tree is completed rather quickly? If so, do you think it would be a good idea to "fatten" out the tech tree somehow, or increase research times maybe?

Al
 
I personally think its ok - if the tech tree is finished you should be in a position to win the game. If you're not send those massive research points into gold instead and buy yourself to victory. It would be pretty tough to finish the tree without being in a very stong position anyway, and the future techs at least give a very useful further development if you really feel inclined to keep researching.

Out of curiosity, at what difficulty level did you manage to complete the tree that early? Its an impressive effort
 
I think it would be much cooler and more realistic if techs could be lost if you don't maintain enough research/use of things that require that tech, but I don;t think that is very feasible.

In my modmod, I made a speed that takes the buildtime from quick and puts it together with the research/inflation of Marathon. (I actually think that is going too far, but a more moderate faster building/slower research speed would be nice)

I'd rather the tech tree have more techs and more "OR" requirements. Also, I'd want to limit certain techs to certain alignments, and make some mutually exclusive. I don't know if it is possible, but I think that making researching some techs require/cause forgetting others would be quite nice.
 
I was thinking of whipping up something like that myself. IE game speed with faster build time, longer research. Thought Quick might be a little too far, maybe the build times of Normal would suit.
 
if some kind of espionage system is ever implemented it will likely slow done tech progression through necessity to split commerce into another area (assuming it works in a similar manner to BTS)

If needed one could also diversify the Future Techs, to make it a different future tech per branch
 
I think that the future tech should have an additional benefit of discovering one of the essential strategic resources: reagents, mithril, mana, etc. There could be a % chance the increases with each future tech. The future techs could also increase in cost at each level, so that it takes progressively longer to reach the next tier (granting +1 happy, +1 healthy, and a chance of a resource).
 
An alternative to adding techs would be to offer 'enhancements' to ones you already have. For example, enhanced Fishing could reveal Pearls.
 
I like the idea of techs being mutually exclusive. especially the ones connected to alignments and religions.
 
Personaly my games are over way before the tech three is done but i can see this beeing a problem. Get more techs at the end of each line and get much more stuff on the tech three(specifically buildings that are actually worth to build).
 
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