HorseshoeHermit
20% accurate as usual, Morty
What if technology was not an attribute of players (civs) but of cities? Then, a city is a thing that has the different tech bubbles achieved or not achieved.
I got the idea while reflecting on the shortcoming discussed in this reddit thread: When you restore a dead player, the player's technology reverts to its last known level, which is incongruous with the idea that the liberated city was living with access to its occupier's technology level just before. If the city itself had a technology vector, then the change of rule would straightforwardly not affect its technological level; it could even leapfrog into technological progress becoming shared now with the differently-aligned cities nearby.
There are some previously published thoughts that this idea is connected to. One is the idea of technology being an outgrowth of player actions (Civ actions), so that technological development immediately reflects the "problems" that a civ faces and the activities associated with its simulated population. I just want to say that while that idea is cool, the implementation of my idea is not necessarily tied to endorsing that other idea wholesale.
Another place to visit for thoughts on technology is this thread (which is older than 12 months so posting there may be a necro): https://forums.civfanatics.com/threads/shared-technology-system.678425/
The idea of individual cities having a technology point has an interplay with concepts discussed previously about both "tech diffusion" as a desired mechanic, and the more broad dynamic of cities influencing each other through 'connectedness'. ("Connectedness" is something that could reflect the combined impact of sharing a river route, sharing a paved road, sharing a rail connection, or any other discrete advance available in the game, in addition to tile-distance as a base.) It occurred to me that, there was surely some way that a player could select their technological pursuits in the familiar way, but this would arise as the communication of technological know-how within cities each turn. Cities would have their research output, would build on their own technology level, but could receive tech progress (beakers) from intercourse with connected cities. The contributing cities would organically compose cities of the same culture but also the nearby cities of other civilizations who would be 'diffusing' their current tech level and even their current research item. Modifiers could exist for connectedness in the familiar aspects: shared religion, cultural pressure, ideology, "has a radio tower", "has the internet", etc.
I think it's an idea with a lot of upside and despite its irregularity it does not have to (if we don't want it to) change the overall trajectory and rhythm of tech progress as a factor in gameplay and progression. You would still click the tech you want, develop it, and then proceed to enhance your cities with the unlocks of those techs; I just envision technology taking some time to spread from city to city, and a change to how beakers are aggregated by multiple distinct cities generating research for your civ. This change enfolds automatically an enhanced simulation of technological diffusion between civs, and allows for interaction with the conquest action where technology is brought to a city by occupiers, in even the normal case as well as the exceptional one from my inspiration.
This is a request for comments.
I got the idea while reflecting on the shortcoming discussed in this reddit thread: When you restore a dead player, the player's technology reverts to its last known level, which is incongruous with the idea that the liberated city was living with access to its occupier's technology level just before. If the city itself had a technology vector, then the change of rule would straightforwardly not affect its technological level; it could even leapfrog into technological progress becoming shared now with the differently-aligned cities nearby.
There are some previously published thoughts that this idea is connected to. One is the idea of technology being an outgrowth of player actions (Civ actions), so that technological development immediately reflects the "problems" that a civ faces and the activities associated with its simulated population. I just want to say that while that idea is cool, the implementation of my idea is not necessarily tied to endorsing that other idea wholesale.
Another place to visit for thoughts on technology is this thread (which is older than 12 months so posting there may be a necro): https://forums.civfanatics.com/threads/shared-technology-system.678425/
The idea of individual cities having a technology point has an interplay with concepts discussed previously about both "tech diffusion" as a desired mechanic, and the more broad dynamic of cities influencing each other through 'connectedness'. ("Connectedness" is something that could reflect the combined impact of sharing a river route, sharing a paved road, sharing a rail connection, or any other discrete advance available in the game, in addition to tile-distance as a base.) It occurred to me that, there was surely some way that a player could select their technological pursuits in the familiar way, but this would arise as the communication of technological know-how within cities each turn. Cities would have their research output, would build on their own technology level, but could receive tech progress (beakers) from intercourse with connected cities. The contributing cities would organically compose cities of the same culture but also the nearby cities of other civilizations who would be 'diffusing' their current tech level and even their current research item. Modifiers could exist for connectedness in the familiar aspects: shared religion, cultural pressure, ideology, "has a radio tower", "has the internet", etc.
I think it's an idea with a lot of upside and despite its irregularity it does not have to (if we don't want it to) change the overall trajectory and rhythm of tech progress as a factor in gameplay and progression. You would still click the tech you want, develop it, and then proceed to enhance your cities with the unlocks of those techs; I just envision technology taking some time to spread from city to city, and a change to how beakers are aggregated by multiple distinct cities generating research for your civ. This change enfolds automatically an enhanced simulation of technological diffusion between civs, and allows for interaction with the conquest action where technology is brought to a city by occupiers, in even the normal case as well as the exceptional one from my inspiration.
This is a request for comments.