Col Mustard
Chieftain
- Joined
- Feb 15, 2010
- Messages
- 45
I've alway thought that tech trees in civ games needed more options. Every time I play, I run through the tech tree just to get to the next tech. The current tech tree doesn't give you a chance to customize your civilization to the terrain, your resources, or other nearby civs (and now city-states). These ideas are really for modders since the game is about to come out in less than a month. So here goes:
1. Create mini techs that are based off the main techs already in the game. Mini techs can be earned during the researching of the main tech or as a post mini after the main tech is completed. Mini tech refers to a tech received while researching a main tech. Post mini tech are optional and can be researched after the main tech is completed. Post mini can require other techs, mini techs, or post mini techs. Post mini techs may also give a bonus to researching a tech in the future or be required by a future post mini tech from another main tech. Here is agriculture as an example.
Agriculture: Farm improvement
Mini tech reveals wheat on map
Mini tech - can build farm improvement (no bonus)
Full tech - can build farm improvement (with +1 food bonus)
Post mini Irrigated farm land 1 (+1 food for irrigated tiles directly next to rivers)
Post mini - Irrigated farm land 2 (+2 food for irrigated tiles directly next to rivers, bonus research to engineering) requires irrigated farm land 1
Post mini Crop Rotation (+1 food) requires calendar tech
Post mini - Steppe farming (can build farms on hills/mountains maybe?, cannot be irrigated) requires masonry?
When this is done properly for other techs, i think it'll adds depth and realism to the game without sacrificing gameplay. You would have a limit to the number of post mini techs but also you wouldn't want to get every post mini tech. For example, if you are playing egypt on an earth map, you will have a limited number of farming tiles available in the beginning. The post mini tech irrigate farm land can help start off your civ. At the same time, other civs with plenty of farm land wouldn't go after that post tech. Steppe farming would be researched if you have a city or a couple cities surrounded by hills and mountains. All these mini techs would allow for a more varied gameplay and imo a better experience without adding extensive micromanagement.
2. Allow percentages of research to go to different techs, but splitting up the tech increases the research time of each individual tech being researched. For example, you can research eletronics at the same time as radio assuming you could research them individually. This let you research two tech if you want both at the same time. This ability should available after researching writing and works more with the mini techs than other main techs. For example, you get writing and then split the research between the steppe farming mini tech and Philosophy.
Obviously, the concepts would need some balancing and the AI should know how to use them properly as well, so what do you think? good? bad?
1. Create mini techs that are based off the main techs already in the game. Mini techs can be earned during the researching of the main tech or as a post mini after the main tech is completed. Mini tech refers to a tech received while researching a main tech. Post mini tech are optional and can be researched after the main tech is completed. Post mini can require other techs, mini techs, or post mini techs. Post mini techs may also give a bonus to researching a tech in the future or be required by a future post mini tech from another main tech. Here is agriculture as an example.
Agriculture: Farm improvement
Mini tech reveals wheat on map
Mini tech - can build farm improvement (no bonus)
Full tech - can build farm improvement (with +1 food bonus)
Post mini Irrigated farm land 1 (+1 food for irrigated tiles directly next to rivers)
Post mini - Irrigated farm land 2 (+2 food for irrigated tiles directly next to rivers, bonus research to engineering) requires irrigated farm land 1
Post mini Crop Rotation (+1 food) requires calendar tech
Post mini - Steppe farming (can build farms on hills/mountains maybe?, cannot be irrigated) requires masonry?
When this is done properly for other techs, i think it'll adds depth and realism to the game without sacrificing gameplay. You would have a limit to the number of post mini techs but also you wouldn't want to get every post mini tech. For example, if you are playing egypt on an earth map, you will have a limited number of farming tiles available in the beginning. The post mini tech irrigate farm land can help start off your civ. At the same time, other civs with plenty of farm land wouldn't go after that post tech. Steppe farming would be researched if you have a city or a couple cities surrounded by hills and mountains. All these mini techs would allow for a more varied gameplay and imo a better experience without adding extensive micromanagement.
2. Allow percentages of research to go to different techs, but splitting up the tech increases the research time of each individual tech being researched. For example, you can research eletronics at the same time as radio assuming you could research them individually. This let you research two tech if you want both at the same time. This ability should available after researching writing and works more with the mini techs than other main techs. For example, you get writing and then split the research between the steppe farming mini tech and Philosophy.
Obviously, the concepts would need some balancing and the AI should know how to use them properly as well, so what do you think? good? bad?