Experience Analysis Techs (Locked until after first combats)


Experience analyisis and combat doctrines:

Techs that are unlocked by fighting a conflict with a certain type of weapon or defense system
for the first time. After the first engagement, flaws can be found in the design of the warships
and the tactics used to employ them.

For example, the humans and the Drengin are at the tail end of the initial colonization rush. At this
point, both have already sunk a little bit into weapons research and now have beam-based
starfighters ala GC1. When their borders come up against one another, the Drengin send a dozen
of their fighters in to intercept any human colonizers from getting at the last handful of good planets.
The humans send in their own fighters, and we have meelee. The last planets get claimed,
neither has the resources to launch an invasion campaign, so the shooting war ends.

Now the human scientists look at where the war went right and where it went wrong. This type of
laser apparently punched through their shields more reliably, or this manuever that this squadron
pulled off in that battle should be a part of our training regime.

Five years later, the humans' friends the Altarians start a shooting war with the Insectoids. Neither
side has fought a war before. The humans trade their experience analysis as in exchange for some
other tech. The Altarians now have better trained ship crews and improved weapons.

Tech scheme:
At least one "theory" tech for each weapon/defense model (beam/missile/mass driver) with
applied techs under it. The theory tech gets unlocked by a conflict involving the model.
25,776 views 21 replies
Reply #2 Top
techs as more of an "improvements" tech tree, without stopping someone cold from getting an uberweapon like a terror star or a super-ship
Reply #4 Top
cept could be applied to land combat (the more you experience the better you get) and with techs (not quite sure how to implement that but if i did i probably would be designing games.)
Reply #5 Top
That's not a bad thing, just my impressions of how it would work in practice.
Reply #7 Top
Yes, but it can be argued that all techs should have some "trigger". It is rare that something was invented or inspired when there was no need. So that would be too easy a trap to fall into, I think.
Reply #8 Top
img src="http://images.stardockcentral.net/images/smiles/hot.gif" border=0 ALIGN="absmiddle">
Reply #9 Top
h fun games.
Reply #10 Top
gies you can research. The former just means that when you actually get a technology varies. Does add variety, but you know that technology X will always eventually be researched.

Paul.
Reply #11 Top
img src="http://images.stardockcentral.net/images/smiles/notsure.gif" border=0 ALIGN="absmiddle">
Reply #12 Top
technologies and through some randomness in technologies.


Paul.
Reply #13 Top
my opinion. I like the idea of choice at setup between more fixed and more random. This way more people are happy.
Reply #14 Top
out "when you will get "Anti-Matter Missiles". Something to remember.
Reply #16 Top

Remember, players find the tech tree irritating now! Why? Because they have to "waste time" towards getting what they want (getting the pre-reqs). The more difficult that becomes, the less fun players will have with GalCiv2.
Reply #17 Top
s adding flavour and longevity to the game, NOT to make them targets that people can aspire to. They are a bonus, NOT a requirement. Consider them more like random events than techs.

Paul.
Reply #18 Top
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Reply #19 Top
ed shields your scientists believe they can develop?

Paul.
Reply #20 Top
ly feel boring.
Reply #21 Top
flavour to the game in that some race has something difference which other races must now adapt to. May make otehr races suddenly put mor eresearch into misisle defense to compensate for these new missiles.

Paul.