Yet Another New Tech Tree Idea

Hi!

I have read this and (to some extent) the former threads about this new tech tree idea.
It sounds VERY promising to me.

Let me add my thoughts (which are in the making, trying to add something to the discussion)

(I will write of not many things in a post - I hope it keeps things more clear)

1.

I think that :science: should be only for DISCOVERY

I think Mastery should be achieved SOLELY through actions of what the player's civ can do:

actions can be a lot :)

active:
building something in the cities,
improving land,
dealing with the sliders,
doing diplomacy actions
war: fighting with units
exploring land
founding cities

passive (state of something):
having certain kind of civics
having population of some kind (happy, healthy...)
accumulating culture, gold in treasury, espionage, science
change or state of all value of demographics

...maybe the list is not full ;)
 
It has to be systemic. For example, mastery is required for civics, buildings, wonders, and units. But discovery is enough for everything else, including the ability to unlock further technologies. Or, another separate example: discovery gives you everything but wonders and units. Something to that effect.

I agree with dh_epic and hold it crucial to be systemic.

Earlier I said that to achive Mastery could be through actions.

There is a big question, though:
Should Discovery of a tech give the means by which actions can be carried out to get Mastery?

If we answer was YES, then we would have to make a system that makes it clear that each and ever tech's Discovery phase gives something to the player to do action with... like a unit or civics or whatever option... something the player can "toy with"...

Would it be good? Can we then set aside anything really worthwhile to Mastery?

I don't believe a simple bonus or improved version of a unit/building/whatever is interesting enough for the player so really carve for Mastery

*

So I think actions to get to Mastery should be carried out by the player with the use of "toys"
the player got through earlier Masteries of techs...

All new "toys" should go to Mastery,
Discovery would give bonuses of some sort

(I know that in this case there is the problem of how to get the first Masteries,
but I leave this now unsolved ;))
 
I still say you should have kept the Abandonment system. I don't know why you would disgarded the system without fully testing it (what I suggested you do with technology streaming)
 
alot of good ideas here ,on discovery why not just assign intelagence points to your population.this might closer represent how technology comes about.
the only draw back (i actualy think this would be a plus)is that everything in the game would have to be based on population including trade and conquest.
 
Or to put it a different way, when was the last time you researched Replaceable Parts specifically to get the +1 for Wind/Watermills?

If I had enough Windmills, I sure as hell did.

And +1 food from farms is huge.

Secondly, how do you teach the AI to deal with this?

Thirdly, how do you prevent players from skipping base techs and going all the way to modern armor? Well, not that far -- but the rate at which the tech tree increases lightbulb costs isn't as high as the benefits scale up.
 
if your using actions as the basis for tech ,then all the animals roaming around early in the game should also have horses ,cows ,pigs ,sheep etc all of the domestic animals and attacking these animals will lead to the tech of domestication (specific to the type of animal that you attack).
 
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