Why Tech tree is so stiff?

Do you agree?


  • Total voters
    45

Pipiskus

Warlord
Joined
Apr 3, 2024
Messages
139
When and why was it decided to make tech tree so interconnected? It doesnt look like any tree in classical games from 4 to 6 where you could go in one direction that you actually need at this moment of time instead of researching everything just cause you can. In my opinion it cuts from the game its strategic component it was famous for. Yeah, maybe its more historically accurate to implement such a restriction but does it really makes game fun to play? I dont think so, something certainly should be done in this department. What do you think?
 
Because it's easier to balance to go this way and it makes spreading components across the tech much easier.
Some people also prefer no beelining. I'd say it's better this way.
 
I also feel like too many base game functions were put in tech tree and as a result at the start of the game you always act like a blind kitten researching any tech to reveal a resource, i dont think it was really necessary, its quite annoying to be honest. It also forces you to settle in non-optimal places which hurts my feelings more often than it should. Game start in VP is really frustrating.
 
the hidden bonus resources thing is pretty dumb. makes your early techs have a randomized payoff

Also I agree that the reduction of options is not great. The tech "tree" is really not much of a tree. It's more of a tech ladder.
It was already not very tree-like in the base game, and VP made it even less so. This is one thing I don't like about Civ in general. You eventually research and build everything.
 
The current form of the tech tree is a reason why the AI can stay competitive (as I understood it) because of its more simplified nature. I don't mind its structure and feel like you can branch out in certain directions to achieve short- and long-term goals.
 
There are options but you cant skip things forever.
Mainly upper or lower path options, like fast edu vs longswords/trebs/heavy skirmishers, beeline rifling or go for public schools and a similar choice in modern.
The AI struggles enough as is, if you split up the tree more I would assume (maybe incorrect?) that the AI will do worse.
 
There is a file in (2) Vox Populi called "CommunityOptions.sql"
Here you can change the resource visibility behaviour.
1717588478639.png

If you change the 1 to a 0 everything is visible.
If you change it to 3 then you go really crazy and you won't even know your monopoly until you unlock the tech required to improve it (!)
 
When and why was it decided to make tech tree so interconnected? It doesnt look like any tree in classical games from 4 to 6 where you could go in one direction that you actually need at this moment of time instead of researching everything just cause you can. In my opinion it cuts from the game its strategic component it was famous for. Yeah, maybe its more historically accurate to implement such a restriction but does it really makes game fun to play? I dont think so, something certainly should be done in this department. What do you think?
I agree, I prefer more meaningful choices instead of less.
 
In the late game you can beeline from the modern era all the way to robotics, which if I have a tech advantage is usually what I do. It makes the game more boring to be honest, since it feels like a meta strategy that always wins. The interconnectedness in VP might feel like it stifles choice, but tbh it feels like it leads to more varied choices versus the vanilla meta strategy of just beelining science buildings.
 
In the late game you can beeline from the modern era all the way to robotics, which if I have a tech advantage is usually what I do. It makes the game more boring to be honest, since it feels like a meta strategy that always wins. The interconnectedness in VP might feel like it stifles choice, but tbh it feels like it leads to more varied choices versus the vanilla meta strategy of just beelining science buildings.
Might want to bump up your difficulty, if you are going north side while a competitor goes south they can bring the hammer if your not careful
 
I think the ancient era placement changes from a couple versions back relates to what OP is talking about. It may be my lack of experience on newer versions, but since Trapping/Pottery were switched, and Construction/Military Theory, my research decisions in the ancient/classical eras are much less confident. Trade and Calendar might have also been swapped; I may be misremembering. Maybe Mining was moved too? The Ancient Era Tech tree as it is now leads me to want all of the techs ASAP due to how spread out all of the bonuses are, instead of finding a satisfying way to path towards Classical. I think catapults used to be at Mathematics, so I would b-line Math which would hit everything juicy except Trapping/Trade/Mining/Bronze Working on the old Ancient Era tree. Could switch to rushing Writing too if you picked the top techs first.

The way the ancient era tree is now, everything is spread out so instead of routing an optimal path/timing up the tree, I feel like I just gotta grab everything. Maybe I'm just bad or have a hard time identifying what I should prioritize based on neighbors/terrain. Even if the newer Ancient Era is easier for AIs to manage, that old tree sure was fun.
 
catapults used to be at Mathematics, so I would b-line Math which would hit everything juicy
I think that was exactly why it was changed, actually.

You do sort of need every first-column tech before you can properly start playing the game I feel. If for no other reason than you need Settlers, and you usually need stone, and one of camps or pastures (but you don't know which one, which can sometimes be a real coin flip). For me the biggest problem is when your start requires forest chops for plantations but your bonus resources is like cattle and sheep, the tech tree does you no favors in that case.

I've played with Bonus Resources Revealed and it does a pretty good job of helping smooth out decision making in terms of techs, so if you haven't tried it I would recommend it. There's a little bit of yield inflation, so in some ways the early game isn't balanced around it, so take that as you will.
 
Games with bline and slingshot techtrees are the worst. I much prefer this stifled and limited growth, even to you can sort of go top, bottom or middle here but only for about an era. It will be somewhat horrid for other reasons and eventually you are forced to backfill.
 
It varies a lot from era to era. Later on you can do a real hard beeline on the bottom techs. To the point where the oldest and newest techs don't fit on the same screen.
 
Top Bottom