ChrTh
Happy Yule!
Introduction
Well, after much discussion and playtesting here and especially here, we're at a new point with re-imagining the current Tech Tree.
The main elements we are looking to retain from the prior threads are
Many of the other original ideas have been discarded due to issues uncovered during playtesting. So the goal of this thread is to create a Tech Tree alternative covering these three points. This is done as follows:
Less Rigid Tech Tree
By eliminating many of the prereqs for Techs, we can open up more gameplay options for the player.
Discovery/Mastery levels for the Techs
To offset the possibility of constant beelining to specific techs due to the less rigid tech tree, each Tech has two levels: Discovery and Mastery. The full advantages of a Tech is not gained until it has been mastered, however, Discovery provides benefits and it should be possible to climb the Tech Tree and/or win the game without Mastery of any Techs.
Player decisions influence Tech advancement
If you build and work Mines, it should make mastering Mining easier. If you build a lot of Banks, it should make mastering Banking easier. And so forth. Note that this will be the area of the biggest discussion, I reckon, because I'm not sure how this will be implemented.
The Base System
Discovery in the new system will proceed as it does now; you pick a Tech and apply to it until it is Discovered.
Since prereqs will be reduced where possible, they are being replaced by what are called Influencers. These are Techs that are not required to research a Tech, but previously Discovering them makes it easier to do so by lowering the amount of required.
Discovery versus Mastery
The goal is to provide cumulative benefits in the Discovery/Mastery system. For example, Discovery of Agriculture allows you to build farmers, while Mastery gives you +1 for a farm. Discovery of Archery allows you to build Archer units, while Mastery of Archery gives all Archer units built after mastery Woodsman 1. Discovery of Writing allows you to build Libraries, and then Mastery of Writing gives your Libraries +5% . And so on.
Note that the benefits don't need to be directly related. Another way it could be used is as follows: Macemen no longer require Civil Service and Machinery; instead, they require the Discovery of Civil Service and Mastery of Bronze Working or Iron Working.
What Goes Without Saying, but I'll Say It Anyway
Unlike the previous iteration of a new Tech Tree Mechanic, this system does not allow easy insertion into the current game. The Techs will have to be reworked and rebalanced.
How Mastery Occurs
This is the big question, and one I would like the most input on (even above possible suggestions for Discovery/Mastery splits). Here are some of the ideas I've bandied about:
All suggestions welcome, and encouraged!
Well, after much discussion and playtesting here and especially here, we're at a new point with re-imagining the current Tech Tree.
The main elements we are looking to retain from the prior threads are
- Less rigid Tech Tree
- Discovery/Mastery levels for the Techs
- Player decisions influence Tech advancement
Many of the other original ideas have been discarded due to issues uncovered during playtesting. So the goal of this thread is to create a Tech Tree alternative covering these three points. This is done as follows:
Less Rigid Tech Tree
By eliminating many of the prereqs for Techs, we can open up more gameplay options for the player.
Discovery/Mastery levels for the Techs
To offset the possibility of constant beelining to specific techs due to the less rigid tech tree, each Tech has two levels: Discovery and Mastery. The full advantages of a Tech is not gained until it has been mastered, however, Discovery provides benefits and it should be possible to climb the Tech Tree and/or win the game without Mastery of any Techs.
Player decisions influence Tech advancement
If you build and work Mines, it should make mastering Mining easier. If you build a lot of Banks, it should make mastering Banking easier. And so forth. Note that this will be the area of the biggest discussion, I reckon, because I'm not sure how this will be implemented.
The Base System
Discovery in the new system will proceed as it does now; you pick a Tech and apply to it until it is Discovered.
Since prereqs will be reduced where possible, they are being replaced by what are called Influencers. These are Techs that are not required to research a Tech, but previously Discovering them makes it easier to do so by lowering the amount of required.
Example said:Bronze Working is an Influencer for Iron Working. If you research Iron Working first, it may take 30 turns combined for you to research Iron Working and then later Bronze Working. If you follow the normal path, though, and go for Bronze Working first and then Iron Working, it may only take you 25 turns combined to research. Therefore, while the ability to research Iron Working ahead of Bronze Working is available, it may be more economical to go for Bronze Working first. A reason to go for Iron Working first may be if you're playing Rome, and you are placing a premium on finding and settling Iron.
Discovery versus Mastery
The goal is to provide cumulative benefits in the Discovery/Mastery system. For example, Discovery of Agriculture allows you to build farmers, while Mastery gives you +1 for a farm. Discovery of Archery allows you to build Archer units, while Mastery of Archery gives all Archer units built after mastery Woodsman 1. Discovery of Writing allows you to build Libraries, and then Mastery of Writing gives your Libraries +5% . And so on.
Note that the benefits don't need to be directly related. Another way it could be used is as follows: Macemen no longer require Civil Service and Machinery; instead, they require the Discovery of Civil Service and Mastery of Bronze Working or Iron Working.
What Goes Without Saying, but I'll Say It Anyway
Unlike the previous iteration of a new Tech Tree Mechanic, this system does not allow easy insertion into the current game. The Techs will have to be reworked and rebalanced.
How Mastery Occurs
This is the big question, and one I would like the most input on (even above possible suggestions for Discovery/Mastery splits). Here are some of the ideas I've bandied about:
- Mastery is based solely on what you do as a player. The more Archers you build, the more likely you are to Master Archery.
- can be applied to Mastery
- The Tech Tree can be divided into branches, and Mastery is a branch phenomenon. For example, the more Economics actions you take (building roads and working cottages, building Markets, etc), the more likely you are to Master an Economic Tech you have Discovered (% chance based on age of Tech)
- Some combination of the above
All suggestions welcome, and encouraged!