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Elemental: And now for something completely different

Elemental: And now for something completely different

It’s not the loudness

I’m a stalker.

No. Really. I am.

I don’t just read the feedback on Elemental in our forums. I read the feedback on lots of other forums. So I lurk on sites like RPG.net, Octopus Overlords, PCCohort, Qt3, CnardPC, WArgamers.com, rpgcodex.net, tacticularcancer, colonyofgamers, bay12games.com, Shrapnel Games, penny-arcade forums, etc.

And one of the most consistent concerns I read is that the hard core beta testers who post the most will influence the game to become too hard-core.  There is nothing to fear.

I have happily debated, over the years, the merits of games like Space Empires V vs. Galactic Civilizations and such.  And while Elemental will be “deeper” than Galactic Civilizations, players are not going to have to micro-manage sword production or something.  Elemental is, at its core, a macro-game. Your stratregy will have more to do with your victory than tactical prowess.

That doesn’t mean that the battle system won’t be heavily modified to be richer than we currently have it but it does mean that we will not have cutting versus slashing damage. 

Where things stand with the beta

We are officially at Beta 1-B.  The economic phase of the beta.  Several weeks have been schedule to work on this until we’re all happy with it. So expect more beta 1-B updates before we get to the initial AI skeleton beta.

Elemental Economics

My sovereign founds a city.

The city has an initial prestige based on the prestige ability of that civilization (typically 10).

Each turn, the population of that city grows by prestige/10 + existing population*prestige/10 % pre turn.  The first number represents sheer prestige, the second one is meant to model natural population growth (babies).  Sure, we could have a “fertility” rating but we are trying to keep the number of variables down to a minimum so that players aren’t having to build 20 different types of buildings.

Each citizen pays taxes at a fixed rate. There is no slider to increase taxes ala Galactic Civilizations. Instead, if you want to increase income, you need to increase the wealth of your city through improvements. Your money comes from people.

When you harvest a resource (food, metal, crystals, stone, whatever) your city gets M per turn. In addition, your other cities will receive Q per turn (typically 1.0).  If they are connected by roads, they will get Q * R (road bonus which is typically 2.0).

You can increase these variables based on improvements you choose to build in your city.

Each citizen produces T technology units per turn (typically 0.10).  You can increase this rate by building schools, libraries, and other improvements. 

Building a new improvement in your city takes L turns for the labor plus S turns based on the supplies needed.  So a fancy estate that increases the prestige of your city may take 10 turns to build due to labor + an additional 2 turns to get the 4 stone needed to construct it. Improvements also have an up-front cost that is the labor (in turns) X A for the labor cost per turn (typically 10.0).  So that estate would cost 100 gold to build because it takes 10 turns of labor.

You can produce soldiers. Soldiers cost Z gold per turn to keep around. They are the main drain on your economy per turn.

Researching

We are playing around with different types of research mechanisms for Elemental.  The current research screen UI is deplorable.

Here is a rough mockup of a new one that we hope to make available next Thursday.

image

The idea being that players would choose amongst the 5 research categories:

  1. Civilization
  2. Warfare
  3. Magic
  4. Adventure
  5. Diplomacy

When they chose a category, they would get a list of technologies that may become available when they make their breakthru.  If the listed technology is green, then it will definitely be available when you make your breakthru.  If it’s yellow, it might be available when you make a breakthru, if it’s red, it probably won’t be available.

Some technologies will require a pre-requisite. You can’t simply (by luck) get access to say plate metal armor. You would have to research warfare, then defenses, then armor and then after that you would have a chance to get plate metal armor. The more points you have in a particular category, the greater the odds that one of those techs will pop up.

So let’s walk through this:

I choose warfare: level 1 and I see:

  • Barracks (green)
  • Weapons (green)
  • Defenses (green)
  • City Walls (yellow)
  • Archery (yellow)

Warfare level 1 costs 10 technology points (which at this stage means 10 turns).

I know I want to get to plate mail so I pick Defenses.

10 turns pass…

The breakthru window pops up and I choose Defenses. City Walls also showed up but Archery didn’t.

The research window comes up again and I see this:

Warfare: level 2

  • Barracks (green)
  • Weapons (green)
  • Armor (green)
  • City Walls (yellow)
  • Archery (yellow)
  • Fortify Position (red)

Warfare Level 2 costs 20 tech points (which at this point in the game is taking 14 turns).

14 turns pass…

The breakthru window pops up and I get to choose between Barracks, Weapons, Armor, and Fortify Position.  Now, because it was red, it means I got pretty lucky that it is an option and next time, it may not show up as an option. Do I pick that now or do I go with Armor?  I choose Armor anyway.

Now I see this:

  • Barracks (green)
  • Weapons (green)
  • Leather Armor (green)
  • Plate Armor (yellow)
  • City Walls (green)
  • Archery (green)
  • Fortify Position (red)

As you can see, City Walls and Archery have become green which means they will always be choices because enough points have been put into Warfare that they’ve gone from being maybes to certainties.

Warfare level 3 costs 40 points (which at this point will take 20 turns to get).

The other thing about this system is that we can have a giant pool of minor but interesting techs that normally don’t show up in a game but when we go through the new game generation, we will randomly give them a slight chance to come up during a game. So, for instance, you might get a tech called “Forest Defenses” where if you have it, it will give your units extra defensive bonuses in a forest.  All players would have access to such a tech (i.e. it’s not per player though we might make some race-based).

We’re finding this system to simply be a lot more fun to play and give the player a lot more interesting choices.

The idea here is that you’re researching an area of technology, you have breakthrus and the player can then choose what that breakthru was.

Next Beta opening?

For those who are pre-ordering, we will probably let more people join just before Christmas. But that really depends on the state of the game.  Right now, we’re still working out basic stuff like crashing, memory leaks, and low level game mechanics.  I don’t anticipate the game being “fun” until Beta 2 and even then it’ll still be pretty raw.

A typical “beta” program that is open to the public wouldn’t start to what we are calling Beta 4.  So others might call Beta 1, 2 and 3 “alphas” if you’re into the semantics of this kind of thing.  But it gives you an idea of the distance that must be traveled between where we are now and where we expect the game to be something that a sane company would want its fans to see.

Why are we torturing our top supporters?

Stardockers are a rare breed of power user / gamer.  Most of them know what they’re in for already.  The reason they got involved is because they know that we’re reading their “walls of text”. We may not always respond, but we’re reading them, thinking about them, and will make real changes.  We’re making the game with them.

When all is said and done, every game design decision the game has will have to be defensible to the main base.  Hence, there will be posts arguing that the magic system should be different or that the research system should be different.  The question is whether the design decisions that are ultimately made can be logically defended and whether most of our target audience likes what we ultimately have chosen.

323,440 views 196 replies
Reply #126 Top

Quoting pigeonpigeon, reply 107

…. For something as important as weapons or barracks, I don't think many people would be willing to wait so long into the game counting on the off-chance that they might get one or the other as a freebie. Of course you could try doing this, and if it fails you could then pick barracks and weapons at your next two milestones, but then you've paid for them in significant lost opportunity. I don't really see how Plate Armor is going to help you very much if your soldiers are wielding nothing but sticks, and if you have nowhere to train them.

Climber:
When grey is non-selectable, gamer will face this dilemma.  To me this provide variety.  In some cases, Plate Armored soldier wielding sticks may actually work.   And you’ve to think in the context that if we are talking about different technology, the result of the judgement will be different.  Sometimes, taking the risk may work when you need the advanced tech now, some time it does not.    It is no fun, IF  beelining to the Plate Armor and then work backward to get the Barrack & Weapon is the best way EVERY TIME.

Quoting pigeonpigeon, reply 107

Personally I don't fancy the idea of never being able to research Barracks if I accidentally waited one milestone too long to research it, and then have to count on some small random chance of being given it for free at some point. Doesn't sound like fun to me. .

Well, in the Plate Armor maybe a better example if it is 3 (or 4) level above Barracks & Weapon.  So it is not ‘accidental’, it is gamer making a decision. .[/quote]
Just put into another perspective.   When Grey tech is non-selectable during breakthrough, gamer has 2 options on how they progress the tech tree.    Go deep very quickly to get advanced tech and they take the risk not getting some earlier tech.   Their researched tech will be Deep & Narrow quickly.   The 2nd choice they have is board and steady.  They will not get advanced tech anytime quick, but they will sure have everything they want given enough time.  Or Board & Slow.

And if there are some earlier tech phased out & gamer regrettably wants to get it back, they have to use another means like tech trade (or other hit-or-miss means) to get them back.   To use Raven X Reply 108’s word, “I really, Really, don't think everyone should get Every tech”.

Reply #127 Top

So far I'm seeing a very disturbing trend when the easy most generic way out is being chosen for option after option, mechanic after mechanic. Not good, not good at all. If this trend continues not one feature of the game will have any real "depth" to it at all....

I don't see how this new proposal for the research system is an "easy most generic way out." I have personally never played a game with this sort of research mechanic in place, so that more or less rules out generic. And the easy way out would've been, as I see it, to basically keep the system they have right now which is linear and boring, and adds nothing over research systems used by other games except the infinite part (which I'm hoping is still in there somewhere).

Regarding the economy and combat, however, i share your concerns.

Did you play Civ? Which was more economical researching techs or getting them for free in goodie huts?

You're getting something for free which makes it more economical. Furthermore because the proposed research cost is exponential, you're saving an exponential cost which is HUGE. To pick up even one of those techs before it turns grey would mean doubling all the costs of remaining techs.

Goodie huts are an early-game thing in Civ, and they had a chance to give you any of the early techs. Sure, I definitely put off researching some of the more expensive early techs hoping to get lucky with a goodie hut, but if enough time passed I'd bite the bullet and just research it myself.

If you were guaranteed to get every tech once they turned grey, I would see where you are coming from. But if there is a small chance to get one for free each milestone then I don't really see it as a problem - any tech that you really want you will research yourself, otherwise you'll likely be waiting most of the game for it unless you get really lucky. A 10% turn to get a free grey tech each milestone means on average you'll be waiting 10 turns per freebie (and this will only start at milestone 6 or so based on current numbers). Which means if you make it to milestone 40 in a game, you'll probably get about 3 free grey techs along the way. That hardly seems game-breaking to me, and it means you definitely cannot count on getting any specific one for free.

Additionally, if instead of having a random chance to get a grey tech each milestone turning grey just freezes the cost, then this concern is simply unwarranted. There is no longer anything free, and cost never decreases, but it still allows you to get older techs at a lower cost than more current ones; but at a much higher cost than if you had researched it when it was first available, and the cost of the next milestone still goes up (although you will reach it faster after picking a grey because of leftover RP, but if every milestone cost doubles, then no matter how cheap a grey tech you researched last milestone you'll still have at least 1/2 of the way to go - and the other half wasn't free, you just didn't spend it all).

 

I definitely agree that not everyone should get every tech, unless perhaps your game manages to go on almost forever... I'm also completely in favor of some mutually exclusive techs. I am not, however, in favor of any system that locks you out of older techs just because you didn't research them fast enough.

Reply #128 Top

Quoting Scoutdog, reply 122

When you are deciding which general field to study, the green yellow and red just corrrespond to the techs that you get to choose from when you reach your next breakthrough in that general field. The greens will definitely be available, the yellows represent hihger level techs that have a fair chance of showing up, and the red ones are very advanced techs that have a very small chance of showing up. A breakthrough or milestone is when you actually have made a discovery and you are presented with the actual list of techs that you get to choose from.That's the part I understood. What I want to know is how you get a breakthrough: spending RPs? time? an RNG?

also, I would really need to see a ratio of red to green to orange in order to critique the system.

Start researching Warfare. At X research points, you get a breakthrough.

At 2X, you get another one. At 4X, another one. Each breakthrough you can pick a tech from the list it generates, which includes all the greens (and maybe greys depending on how they handle those), and possibly a yellow/red.

Reply #129 Top

So for lvl 1 you need 10 rps, which takes 10 turns at that stage of the game. No rng.

Does that answer your question?
Yes. And while I predicted that I wouldn't like the answer, I've been pleasantly surprised: actually choosing the tech AFTER spending the RPs is gonna be FUN!

Reply #130 Top

Quoting Climber, reply 76

2.  I like to make RED only appear once (or have no chance re-appearing until 5 breakthroughs later)  in the tech tree.  This means if the gamer decided not to take it this time, the gamer has made a conscious decision that will have a lasting effect on his game.   Afterall, rare tech should only have a limited window of opportunity be researched.

3.  If the gamer ignore a GREEN tech for its N consecutive appearances, it will turn RED (or GREY).  This means gamer will then only have one last chance to research this particular tech.  If he choose not too, it means he consciously abandon this tech.   .

4.  GREY should be non-selectable & GREY techs should be phased out after N turns.  At the end of a game, I do not want everyone having the same set of techs; so setup some mechanism to differentiate players.   In general, YELLOW -> GREEN -> RED -> GREY -> TRASH

I respectfully need to disagree. I think the essence of grey techs are that they become so obvious to somebody that's incredibly technically advanced that they essentially become free. Same with Red techs... once they are a glimmer of an idea in somebody's head, they should become progressively more discoverable over time (although this could be many tech-levels down the line).

The benefit of selecting a more advanced tech early, should you be griven the opportunity, is that you have that much of a lead on your neighbors that don't have it. If you're using iron plate & swords because of your metals research when your neighbors are still using copper or bronze, you have a huge advantage. If you skipped copper and bronze and picked iron (or adamantium) when it came up red, that represents a huge breakthrough that everybody else will eventually match... if they survive. Likewise, it's absurd to think that your smiths would never pick up a chunk of copper ore, smelt them, and shape them... only to decide it looks better on the front of your mansions to increase prestige since it's obviously useless in war... but they COULD make the swords.

I very much don't like the thought of tech going away because you ignore it... it should eventually become part of the common knowledge. I do like the idea of a tech owned by many of your neighbors becoming more likely to appear in your kingdom, especially since I remember population growth being mentioned as people drifting in from the wastelands... some of those people may be smiths that know how to work a metal... thus becoming very rich and powerful in the process of showing your kingdom something new.

Remember, who needs magic when you have adamantium halfing slingers (ideally flying and invisible).

Xy

Reply #131 Top

Quoting Climber, reply 126

And if there are some earlier tech phased out & gamer regrettably wants to get it back, they have to use another means like tech trade (or other hit-or-miss means) to get them back.   To use Raven X Reply 108’s word, “I really, Really, don't think everyone should get Every tech”.

That's going to be true anyway, you won't get every tech every game since the costs will get crazy and some of the rarer ones won't even be available. I'm not a fan of the idea that something core like heavy armor could disappear entirely as an option for the rest of the game because the breakthrough before that I happened to get a red and took it instead.

When niche things disappear, its one thing. Certain techs really can't go missing without doing some major damage to a player, and I don't see how that would be fun.

 

edit - Just want to say that I agree with Xython in reply 130 entirely. :)

Reply #132 Top

I just think that BoogiePac's idea for grey techs be implemented FIRST ... and if they do become "selectable techs," then there cost is locked when they turn grey.

I like the idea that you kind of have to focus in a certain area. I would also like for archery to be worthwhile, some games tend to focus on melee and cavalry and don't look at archery. Obviously cavalry would on average be better and more expensive, but having some nice archers would be cool :thumbsup:

Reply #133 Top

I like the idea that you kind of have to focus in a certain area. I would also like for archery to be worthwhile, some games tend to focus on melee and cavalry and don't look at archery. Obviously cavalry would on average be better and more expensive, but having some nice archers would be cool

Really? I tend to find that archers dominate a lot of these games. I suppose it depends - AoW definitely favored powerful melee troops. HoMM definitely favored ranged troops, though. Total War demanded both, which was nice.

Reply #134 Top

ah ... HoMM, yes ... where it was always best to be humans + paladins ... no matter what other strat you wanted to do.

(the 4th one)

 

I liked Kings Bounty well enough ... at least there I could actually USE MAGIC AND NOT BE PWND!!!! I was a destruction mage :)

Reply #135 Top

Quoting Scoutdog, reply 129

...I've been pleasantly surprised: actually choosing the tech AFTER spending the RPs is gonna be FUN!
It's an interesting angle -- with research you never know exactly what you're going to get. 

 "The best laid schemes o' mice an' researchers  Gang aft agley." (apologies to Robert Burns)

 

Reply #136 Top

Quoting BoogieBac, reply 69

...And if youre playing long enough, guess what...you're going to get all the techs eventually anyways .
Given the number of techs you anticipate making available, and their research cost, and our anticipated research capacity, what percentage of techs are you shooting for us having researched in a 'typical' game (assuming tech numbers are not unlimited, and given that some techs would only arise occasionally in a game, etc. etc. etc.)?   Can't be 100% or else games would be too similar, plus long games would 'run out' of techs.

Have you figured that out yet, or is it not something you're planning on considering, or is it too early to think about?

 

Reply #137 Top

For the fellow forumers who do not understand what I really write about pls read Reply #101.  I've updated the underline part there, hopefully making the non-selectable grey concept clearer & why it is a better then selectable grey.

I do not like to have all spells researched, some tech needs to be phased out.  The question is how.  When you have a better idea to implement here, let's discuss.   As Boogie said, nothing is set in stone, it is just a  place to discuss options, better ways to do stuff.

Of course, otoh, it is alright that you are voicing your opinion that you want 100% of the tech being researched.  I know a lot of people do not want to lose anything; but sometimes, less is more.  I just know that 100% tech is just not what I want.

Reply #138 Top

For the fellow forumers who do not understand what I really write about pls read Reply #101.  I've updated the underline part there, hopefully making the non-selectable grey concept clearer & why it is a better then selectable grey.

I do not like to have all spells researched, some tech needs to be phased out.  The question is how.  When you have a better idea to implement here, let's discuss.   As Boogie said, nothing is set in stone, it is just a  place to discuss options, better ways to do stuff.

Of course, otoh, it is alright that you are voicing your opinion that you want 100% of the tech being researched.  I know a lot of people do not want to lose anything; but sometimes, less is more.  I just know that 100% tech is just not what I want.

I think you are operating under the flawed assumption that just because the game doesn't forcibly lock you out of any techs, all techs will be researched. As long as cost rises fast enough (and as long as economies are bounded), then as long as there are enough techs you will still have to pick and choose. Unless you're playing in sandbox mode a game that never ends.

Seriously, if there's an appreciable number of techs in each of the 5 categories, you'd have to play a really really long game with a disproportionately fast research speed setting to get anywhere near obtaining all the techs. Additionally, if infinite techs are still in, that could be used as yet another way to encourage specialization - is getting that outdated tech worth it compared to upgrading a more current one? (And even if you are somehow playing a never-ending game, do you research all things equally, or do you focus on improving a subset of techs, resulting in a few particular areas where you excel and a mere competence everywhere else?)

Personally I think this is a vastly superior method of achieving effectively the exact same end. I would have no fun with a system that prevents me from researching a basic tech just because I didn't go for it fast enough. Give me mutually exclusive techs, where researching one thing locks me out of others, but not some overall "nope, no old techs for you!" Not to mention such a lock out could easily result in broken situations. If I delve far enough into one aspect of a tree fast enough, I would probably lose all access to the rest of the tree, because all the prerequisites to techs that would be non-grey would now be grey, and I wouldn't be able to research them! That is way too extreme.

Reply #139 Top

Quoting pigeonpigeon, reply 138


I think you are operating under the flawed assumption that just because the game doesn't forcibly lock you out of any techs, all techs will be researched. As long as cost rises fast enough (and as long as economies are bounded), then as long as there are enough techs you will still have to pick and choose. Unless you're playing in sandbox mode a game that never ends.

Really, I am not even making an assumption, I am making a suggestion about a way phase out tech.

You are making more assumptions when you say "As long as cost rises fast enough (and as long as economies are bounded), then as long as there are enough tech"

Quoting pigeonpigeon, reply 138

Personally I think this is a vastly superior method of achieving effectively the exact same end. I would have no fun with a system that prevents me from researching a basic tech just because I didn't go for it fast enough.

I was not talking about 'go for it fast enough',  I was talking beelining an advanced tech 3 or 4 levels higher than your current level.  When you are talking about 3 level (or 4+), it is not about whether you go for it fast enough; you should have enug time.

Let me exaggerate a bit in this example.  If you have collected JUST enuf RP to do the research of level 1, then level 2, then level 3.... to level 10, so that you can get the level 10 tech you really really want (in order to save you butt real quick).  Should there be a mechanism to penalize you from do that?  I will say yes.

However, when grey is selectable for breakthu, you'll still have a long long list of 0-9 level techs to research later on (& with those freebie chances too).   There is no penalty when you rush a high tech.

Reply #140 Top

In reguards to trading techs, I hope you will concider not going the Civ route, where, you can trade a Tech to another civ, and in just one turn, bam, the natives are making tanks.  Even worse, the natives then trade their new tank technology to every other civ on the next turn, and, bam, the entire world goes from spears to tanks in two turns.

How about if you give/receive a tech in a trade, that it only halves the amount of time/money it takes to research it; you still have to research it some and actually learn how to make/use it.  And I'd even go as far to say that I hope any civ that trades for a tech can't ever trade it to someone else (or at the very least, they have to wait like 25-50 turns).

 

Reply #141 Top

The penalty is that you didn't get those techs earlier when they would have done you alot more good.

Reply #142 Top

The impossibility to research some techs is not bad. You may steal them from the others, trade them or fight for them. So you get them anyway sooner or later. On the other hand I remember Master of Orion, where you had to choose from up to three technologies. This was good and it added variations to the game. However there was a problem. These technologies were the same at the level. And if one of them was stronger than the others (doom star construction, for example),  the two other technologies on that level were unchoosable.

As I understand here in Elemental it is better, because you can choose them several times (unless they are rare random techs).

Reply #144 Top
  • I'm not to found of free techs, its either to random and lucky or it happens to often so you could count on getting the techs for free.

It would be much better to give them a little bonus after awhile so you'll choose them anyway. Do this based on number of turns the tech have been green, the number of times you have turned down the tech or how many other players have it. (or a combination of these).

One way of giving a bonus would be that after awhile the tech no longer resets the breakthrough bar to zero and keeps a number of points in it, like a granary in civ. (the percentages may grow with time). Simulating that it was a minor breakthrough, a sitestep from real research, and the research for the bigger continues.

Another way is to make it harder to choose the yellow/red techs. If you beforehand have to choose wich breakthrough to aim for, if you choose a green one you get that one for sure, for a yellow it may be for like 50% certain you get it and 50% you get one of the green ones instead.

  • It must be easy to see which techs I need as prerequsites for another so I don't miss one and are wondering why I'm not getting it as a choice. 
  • I do like the comment about not building houses, if I'm the emperor in my kingdom I do not fiddle with building houses in far away towns.
  • About the micromanagment question. I feel alittle bit torn here. This should not be a game of transport tycoon as someone put it. Hopefully it should be possible to find a god spot in the middle. One idea could be to go for something like settlers. Resources automatical go to where it's requested. If theres alot of transportation between two cities it could clog up the road. Opens up for some strategy to not have everything built in one town, and maybe upgrading roads to transport more/faster.

 

Reply #145 Top

Quoting mrakomo, reply 143
PurplePaladin: Bad idea. If I have the blueprints for tanks, why shall I produce "men with club" units? And if I have something I may sell it, why not if I can make a profit. If you don't like the tech brokering, I think the solution in GC2 was good (you can disable it).
i think even Civ4 have the disable techbrokering, so only researched by "you" techs can be traded, not recived by trade ones.

Reply #146 Top

I love the idea of researching categories of tech and getting choices for results when breakthroughs occur.  However, I seem to be on a totally different wavelength than most the previous posters because I don't want higher level techs to be the right choice all the time.  Civ IV has units upgrade and the old units are pretty much obsolete.  They have pretty much no chance against the newer units, so you always have to keep up with your military tech or you are easy pick'ns.  This makes sense going from ancient times to modern day but in the fantasy world of elemental, I think it should be different.

The higher tiered items should be different, more specialized, harder to acquire or have lots of prereqs, but NOT, be uber powerful to the techs that came before. (if something is  uber powerful, there should be lots of negatives to offset it) Leather armor should be viable for the entire game.  It might not be the armor you want your elite body guard wearing but as a cheap and readily available armor, it might be good for some of the lighter rank and file troops. 

As an example, Dragon scale armor might be a high level armor.  It is awesome, gives fire resistance, but you actually have to find (or make)a dragon corpse to get the scales.  This might be a red tech that you would only take if you you have a source of dragon scales or some in storage.  Whatever unit gets this armor will probably very small, but it will be elite. There could be lots of tactics released as tech advances.  Each one might be as powerful as the others if the right situation presents itself.

Hopefully this is coherent, its very late here.  In conclusion, I think by having a more stable tech tree where tech is more "different" than "better" than other tech, players will have more options.  I just don't want to redo Civ..  It seems most Civ games come down to who has the higher tech and the game is an excercise in finding the fastest way to advance the tech tree.

Reply #147 Top

Quoting Climber, reply 139
Let me exaggerate a bit in this example.  If you have collected JUST enuf RP to do the research of level 1, then level 2, then level 3.... to level 10, so that you can get the level 10 tech you really really want (in order to save you butt real quick).  Should there be a mechanism to penalize you from do that?  I will say yes.

However, when grey is selectable for breakthu, you'll still have a long long list of 0-9 level techs to research later on (& with those freebie chances too).   There is no penalty when you rush a high tech.

The penalty is that you don't have those techs as soon as you could have gotten them. That's the whole nature of making a choice on techs, you get something first and have to wait for other stuff. Why should a further penalty exist?

It makes NO sense that suddenly I can't research Plate Armor for the rest of the game because on the last breakthrough I chose to learn how to build Moats.

It's also not fun, if I do want plate armor I'm going to have to take it before the game decides to remove it, which eliminates a lot of the point of giving people choices since you're forcing them to make certain ones. I mean, do you really want a system in which someone is counting how many times they skipped a tech in their head during the game and thinking "I didn't take it the last four times, I had better take it now even if that rare 1% tech shows up so I don't lose it forever"?

I don't see that a useful game mechanic at all.

 

Reply #148 Top

I really, Really, don't think everyone should get Every tech. This severely limits the usefulness of Tech Trading and other tech related options that could be a big part of diplomacy. Part of the draw of these games is the feeling you get when you're doing good and slaughtering your opponents. This is partly done with Technological Superiority.

Well, I agree that every tech shouldn't be gainable through sheer research, but I'm concerned about tech trading being too powerful.  I generally always turn tech trading off in every game, because it always makes the strong even stronger and the weak, weaker even if a player can't nab every tech.  I would actually like to see some features that make tech gain for weaker opponents easier if they are woefully behind in tech.  Most of the time, by the time weaker players finally get a specific tech, it's already been passed around by the more powerful players, leaving nothing for the weaker player to offer or gain.

Aside from this, tech trading just doesn't seem to make sense to me.  I would like to see a more organic mode of tech trading than "you give me X and I'll give you Y."  In a mideaval setting, it seems like "technology" would actually be more of a culturally integrated development rather than a blue print sitting on a parchment somewhere.  Instead of trading "tech," two civilizations might open their borders, allowing both cultures to exchange customs and knowledge.  So what you might instead see is that certain techs which you are unable to research yourself but belongs to another Civ appear on the tech chart and, over time, it begins to slowly research itself as your civilizations become closer.  For tech options that you have in common but they already own, you would slowly see the tech research itself.  At a certain point, you could take the reins after you've exchanged enough cultural elements and research the rest of the tech yourself if you wanted to speed it along.

As for gaining techs when you conquer a city of another civilization, you might see a one time boost in knowledge toward a tech, but not consistent growth (after all, when you subjugate a city your aim is to coerce them into your own culture, not affod them their own indentity.)

Reply #149 Top

I have a question about the dev. sys.: when we reach the breakthrough, is the chance calculated for every tech present in the list? In other words:

1. I reach a breakthrough.

2. I have 5 techs in the list: 2 red, 1 yellow, 2 green.

3. The chance of getting red/yellow/green is 30%/50%/100%.

4. Is there any limit, of how many techs I will have a choice to choose from? If the system calculated that I can research 3 techs (choose one of those), will it roll for the other techs?

5. Assuming there is such limit, will the searching start from top (harder to get techs), or bottom?

Reply #150 Top

They could do tech trading like it was done in Hearts of Iron 2, where you could trade blueprints for the tech and it gives the reciever a bonus to research time.

In regards to the "If I have Blueprints for +9 Flaming Broadswords, why would I continue to build Clubmen" comment, if all you've been researching is improvements to your clubs, it would require some time to learn how to fashion your metal into a sword and time to create doctrines for the usage of swords in both single and large-scale combat.