Based on quite a number of dicussions on research and science I would like to contribute my thoughts:
The problem with research in Civilization seems to be to combine (i) the possibility to plan and work out strategies and (ii) a more realistic discovery-like research with random and cicumstance-influenced elements.
A time ago, I already suggested a mixed research model in a German forum.
My suggestion was to have two different types of research: (a) basic research wich leads to discovery of basic knowledge and (b) practical research wich leads to specific technologies that unlock units, buildings, benefits, promotions etc.
(a) would be based on probability i.e. there is a probability to discover something in the next turn. This probability is calculated based on several variables like environnement (available ressources, terrain), general science investment and player-regulated emphasis on the specific base discoveries, known Civilizations that already have discovered the respective knowledge, trade routes, duration of research in this domain, espionage etc.
(b) would be quite like the research we know so far - once a basic discovery is made, a sub-techtree is unlocked and can be followed as far one needs it.
(a) and (b) are regulated separately, so there is always (1) basic research and (2) a current tech research project although the player still can emphasise (a) or (b) in a certain range.
A second issue is that in this model each era has a certain number of basic knowledge/techs that must be discovered to be able to progress to the next era but the single sub-techtrees can be researched as far as they are needed. This means that one has not to invest specific research in a techtree that unlocks naval vessels when you are located in the middle of a vast landmass. But one can always catch up on that later on if needed. Of course there may be interdependencies between sub-techtrees of same and/or different eras albeit I would suggest not to have to much of them.
I.e. one can progress quite quick through the eras, but one has not much benefits of that because you have to research along the sub-techtrees to unlock units etc.
Also, in this model techtrade would make absolute sense albeit I would suggest that techtrades should take some transfer time depending on the cost of the tech (not quite like research-agreements in Civ5 but somewhat related to that).
The major advantages of this model are (in my opinion):
- a quite new research model in Civilization that is admittedly not too far away from the traditional techtree-model but brings a new and refreshing probability factor in the game without to much crippling the strategic research planning
- the game gets a bit less research centered because the basic research rate is also influenced/increased by the tech level of the surrounding civs, so one cannot really get completely outteched. Still the sub-techtrees need to be researched or gained via trade which means science and research do not lose their importance.
- the techtree gets more techs which, however, need not to be researched if not needed (an probably cannot be researched because of their quantity anyway), at the same time the player gets more possibilities to specialise and focus. So, the techtree or research alltogether gets less linear.
The problem with research in Civilization seems to be to combine (i) the possibility to plan and work out strategies and (ii) a more realistic discovery-like research with random and cicumstance-influenced elements.
A time ago, I already suggested a mixed research model in a German forum.
My suggestion was to have two different types of research: (a) basic research wich leads to discovery of basic knowledge and (b) practical research wich leads to specific technologies that unlock units, buildings, benefits, promotions etc.
(a) would be based on probability i.e. there is a probability to discover something in the next turn. This probability is calculated based on several variables like environnement (available ressources, terrain), general science investment and player-regulated emphasis on the specific base discoveries, known Civilizations that already have discovered the respective knowledge, trade routes, duration of research in this domain, espionage etc.
(b) would be quite like the research we know so far - once a basic discovery is made, a sub-techtree is unlocked and can be followed as far one needs it.
(a) and (b) are regulated separately, so there is always (1) basic research and (2) a current tech research project although the player still can emphasise (a) or (b) in a certain range.
A second issue is that in this model each era has a certain number of basic knowledge/techs that must be discovered to be able to progress to the next era but the single sub-techtrees can be researched as far as they are needed. This means that one has not to invest specific research in a techtree that unlocks naval vessels when you are located in the middle of a vast landmass. But one can always catch up on that later on if needed. Of course there may be interdependencies between sub-techtrees of same and/or different eras albeit I would suggest not to have to much of them.
I.e. one can progress quite quick through the eras, but one has not much benefits of that because you have to research along the sub-techtrees to unlock units etc.
Also, in this model techtrade would make absolute sense albeit I would suggest that techtrades should take some transfer time depending on the cost of the tech (not quite like research-agreements in Civ5 but somewhat related to that).
The major advantages of this model are (in my opinion):
- a quite new research model in Civilization that is admittedly not too far away from the traditional techtree-model but brings a new and refreshing probability factor in the game without to much crippling the strategic research planning
- the game gets a bit less research centered because the basic research rate is also influenced/increased by the tech level of the surrounding civs, so one cannot really get completely outteched. Still the sub-techtrees need to be researched or gained via trade which means science and research do not lose their importance.
- the techtree gets more techs which, however, need not to be researched if not needed (an probably cannot be researched because of their quantity anyway), at the same time the player gets more possibilities to specialise and focus. So, the techtree or research alltogether gets less linear.