Bluekkis

Needs better tech _tree_ than last time

Needs better tech _tree_ than last time

I really liked GalCiv2 except for one critical part of the whole experience. Tech tree on it was boring and pointless. Which was annoying since tech is my favourite aspect on any game in this genre. I seriously hope GC3 improves on this aspect. And I'm not just talking about lots of unique tech on races.

Multiple requirements, optional requirements.. Tech tree needs to be more complex. Or the very least it should support modding in tech tree that is more interesting and provides more options for advancement than just next in the endless straight line. Some techs should depend on more than one other tech possibly from other branches and some techs could have optional dependencies that are not required but could reduce research cost if acquired.

Other than that, I'm really exited on GalCiv3. 

377,489 views 121 replies
Reply #76 Top

Quoting Elyandarin, reply 21

I'm hoping for (but not expecting) a complex tech tree, where you can add conditions like: 


Tech will only work for photosynthetic species.

Can u name a few of these, or r u saying that other terran planets don't have plants.
Tech can only be discovered by a species with a weapons bonus above 5.

Do we obtain a weapons bonus of plus 5 through research, or is this a beginning bonus of a race.
 Tech grants extra benefit X to lithovores. 
Whats a lithovore
Tech is discovered upon defeating wandering monster X. 
Why
Tech will be researched 10x faster if you have an outpost near a Black Hole.
How is this not cheesy
Tech can only be researched if you secure access to Terran test subjects.
R we favoring the Terrans with all this, or is this an example on how it should work with all the races. we can't give them to many techs. They already have more than anyone else on the game, or do we replace some of their techs they all ready have with limiting ones. The latter idea might make it more fair as long as u don't do this to to many techs.

As I envision it, first you need to discover that a tech is possible. This has separate requirements: it's possible to invent lasers and perfect the "laser cannons" tech from them - and simply never realize that holograms are possible, even though you have all the requirements to build the tech. (This kind of knowledge is fairly easy to steal with a spy, or discover by chance if you interact a lot with a race.)

Discovery done, you need to research it. You know roughly what the requirements are. For example, you might need a huge particle accelerator, and so you have the option to invade Earth for a week - to make use of their CERN planetary installation - or to buddy up to the Terrans so you can rent lab-time there, or to give them the discovery and steal it from them once they've researched it.
Since different species do things differntly this is fair. As long as u balance with all the other races. That means others will invent important things other species don't have.

Then, you make use of it - which is not guaranteed to work. If the Torians have researched Human Super-viagra, well it's not going to do THEM any good - but the Terrans will most assuredly pay big bucks for it. 

Finally, there may be side-effects, bonuses and follow-up research. Maybe the Drengin turn out to be fatally allergic to the Super-viagra, and you can use it to poison their water supply during an invasion... 

 

I think these kinds of things could really add some strategic aspects to the research part of the game. Of course, the REALLY difficult obstacles should be reserved for the very coolest, game-changing tech...

Otherwise something along these lines sounds like a good idea. As long as we remember that we r playing a stradegy game and not a shooter or roleplaying game.

Reply #77 Top

[quote who="Farplane" reply="23" id="3405726"]

Reply #78 Top

Quoting chuck1es, reply 24

Allocating research points would be easy to implement. Might be problematical game-wise. I can easily see the AI wanting to screw up, hard, every which way from Sunday.

A reasonably way to do this is have a automate setting where the computer does this by default unless u shut this off, or u could have a default setting set until u changed this.

Reply #79 Top

[quote who="1xador" reply="29" id="3405815"]
I think the idea of having directed research for big projects and undirected research for incremental improvements is an interesting one.  This would mean that directed research would go to "fundamental" project like lasers and shield and there would be fewer incremental techs, like laser 2 and 3, because the undirected research would provide the benefits instead.  The tradeoffs could be interesting.  Depending on your research allocation, the old tech with the incremental improvements may end up being better than the next level fundamental tech when it is first obtained. Balancing such a system may take some work though.

Laser 2 and 3 being incremental is a new one for me. I would say entertainment, economics, farming, trade, industr, and some of the starbase and research techs. Some of these would be shared between the government  and the private. Others would be private. I would say trade goods would apply, but as far as I know superprojects and galactic achievements r to big for the private sector. But they could make specoalised stuff for the private sector.

Reply #80 Top

If we r going along this train of thought. U r the federal government, U could have a better option for more governments. Like communism, Facism, or Nationalism but under a democracy with free enterprise this would be unrealistict. I am down for using civics instead governments to. I would say a better compromise would be to make it an option u can shut off. I would leave this on personally.

Reply #81 Top

Can U compare sword of the Stars to Galactic civilizations for me.

Reply #82 Top

Quoting 1xador, reply 26

Since each race will have its own tech tree, I would like to see branches or subtrees for interactions between races.  The races have very different mindsets than  each other so it is likely that new and bizarre tech would come out of their interactions.  There could be specialized tech if two races had matching border, one race conquered another, and negotiated tech projects between races.

I don't know how to add this to the other options, but I like it to.

Reply #83 Top

[quote who="NorsemanViking" reply="34" id="3405in.[/quote]

Can U compare Horizon to Galactic civilizations for me.

Reply #84 Top

[quote who="Bluekkis" reply="35" id="3405998"]

Quoting NorsemanViking, reply 34

I would be more than happy as long as tech tree isn't a group of boring lines. At the very least support more complex requirements for modding if not on vanilla game. And if it is a ui issue, give modders an option to override automatic generation of tech tree like in gc2 and let modders explicitly define layout.

Sweet also give this to the editor on the game.

Reply #85 Top

Hello. I think race-specific tech trees are a must. It really helps in replayability and faction uniqueness.

 

Perhaps even alignment based techs would also be cool as well.

 

I know Galciv 2 has some of these, but it also helps the replayability factor. Having 10+ factions with 3 alignments each sounds like a new experience each time.

 

That being said, I would like the option to compare tech trees at a glance.

 

At the moment in Galciv 2, I have to start a new game, look at the tech tree of a faction, memorize some landmarks, then quit and do it with another faction as a means to compare.

 

There might be a simpler way to compare things at a glance, but I am not very smart.

 

I would like it if Galciv 3 had a Total War style Encyclopedia that you could read on the main screen or in-game.

 

Hopefully within this hypothetical suggestion, you could be able to compare factions' tech trees at a glance to see what is common and unique between them.

Reply #86 Top

Quoting Tyrantissar, reply 43

This was the best tech tree ever because it was dead easy to program an entirely new one... screw the rules, when you know how to create things with codes.

What tech tree

Reply #87 Top

Quoting yarodin, reply 52


Quoting Tridus, reply 45
There's a reason why the Civilization style more or less linear tech tree is in so many games: it works.


Yes, but even civ had techs with multiple requirements. And as for needed resources, you could research everything, but you couldn't build the resulting unit when lacking necessary resources (e.g. no sword fighter without iron). The logic behind tbis is that you could ge to enough samples of the needed resource to finish you invention, but without a source on your own (trading or mining) you wouldn't have enough of it to use it in a greater scale (industrially).

So, I think there is room for (playable) improvement on the tech tree. And I too like the idea of splitting research points over multiple tech fields.

 

U forgot civilization stopped having a totally linear tech tree and started researching multiple paths to a tech, but we also have to take into account of civics instead of governments.

Reply #88 Top

[quote who="michaelwhittaker" reply="66" id="3411861"]

Quoting chuck1es, reply 11
I quite enjoyed the research mechanic in MOO2 where you had to choose a tech making you, consequently, lose others.

Reply #89 Top

The first thing we should get rid of is tech trading, i find it lousy.

Reply #90 Top

Sorry about all the posts, but it took me days to read all the posts. So I had a lot of posts to remember which subjects I thought was important.

To sum up what I thought were cool ideas that people suggested. I think soecialised tech trees r a good idea that at least provides a variety. I would like to see a better balance in the next game. This is what I have come up with while brainstorming on this. 2 planetary improvements r worth a one per planet structures. The one per planet units come in 2 types. The first type replaces the units. The second type will replace either a superproject, galactic achievements, or a trade goods. 2 of the first one per planet units is worth 1/2 of the second 1 per planet units. 2 of the second one per planet units will replace a trade good or galactic acheivement. 2 trade goods or galactic achievements will replace a super projects. My reaoning for this is the fact that even though the galactic achievements r the strongest the trade goods could be used to b traded for cash. The super projects may b weaker than galactic acheivemts, but is garanteed to b able to b build by every race that has one. But if your race a specialised galactic achievement then it is worth the most. If u start out with one of these. Then it also is worth more.

  Now with techs if u start with it; it is worth more than if u have to research it. If the tech is straitforward it is worth more than if u have to work for it on the research tree. For differentialization a unit, one per planet, super projects, galactic achievements, tradegoods, or abilities can all be interchanged with dufferent tech trees, but a race that has this equivelennt can't trade for it. It it steals it it doesn't recieve the bonus. I wouldn't have a problem with different races with the same techs having different abilities for the same tech. I would like to see the races more fair this time. I prefer to use civics instead of government techs, but if I can't do things this way. I have an idea on governments inspired by the Yor tech tree. Instead of the standard tech tree; I think the ending techs for evil races be communism. I think the Korx should have Obliarchy. I think the Thalans should either have Monarchy or a confederate government. The Krynn should have a Theocracy. The Yor would probably have a dictatorship. Federation I don't know about or whaat exactly its makeup is.

These are the ideas I like. I like tech point idea. I think u should be able to change this in the game to be more effective at this. If the Ai can't handle this; then my idea on how to handle this is to have a fixed option that is automatically set where u have to manually shut this off.

In the beginning U could randomely select starting techs. Their may b a set of default techs, but the game would only randomely pick half. Each of tje randome techs would lead to a different tech tree. Most of the techs would have different paths to research to each tech. If u pick a tech it would close u off from other future techs.

All while giving everyone their own individual tech trees.

Wow all these ideas put together has to b the best idea for tech research yet.

Even though I am the one who canabalised this I have to give credit to the other posters for most of this.

 

Reply #91 Top

Quoting GJDriessen, reply 89

The first thing we should get rid of is tech trading, i find it lousy.

I don't mind the concept of tech trading, but the valuation that the AI did on some techs vs others made it really off the wall and not all that usable. It also went sideways when you started to gain a bit of and edge on a race. They would basically ask outrageous amounts of stuff in return for a single tech.

The concept is good enough, just need to improve the mechanics of it.

 

Reply #92 Top

And in regard of the multiplayer-mode, it would be very nice  to (or at least have the possibility to ) trade techs with your allies in your effort to beat other players.

Reply #93 Top

I very much liked buying/stealing unique techs from other civilizations. The Arcean navigation techs are a favorite of mine. I like getting technologies to make my civilization better than it would otherwise normally be. Unfortunately, the civilizations don't always research the techs I want.

I would very much like to be able to ask a civilization to research certain techs so I might trade them for them. I would also like to be able to steal/buy what ever qualities that allow a civilization to research their unique techs, so that I might be able to research the techs myself (I don't like it when a civilization is wiped out before I could buy the unique techs from them).

Reply #94 Top

I played Distant worlds and discovered that the way they've done the private research was a bad idea. We could make a compromise that maye the public and the private sectors could do research, but maybe the idea of private research would be a bad idea if they do it the same on Distant worlds. i'm scared thay would go to Dostant worlds to create private research. Lets not have private research.

Reply #96 Top

All I hope for is that the tech tree is as large as it was in GC II. Compared to all of the other 4x games, GC II's tech tree for each faction is quite large, and would take you quite a long time to max out, if you ever do in a single game. I love that about 4x games. The more Research the better. Sprinkle in some more things to make it take even longer, such as going the sots route of first "exploring" or contemplating on the tech before you even get to research it, and that time frame depends on your race's traits and science, all the better.

The thing that truly pulls in a great 4x for me is when the tech tree is huge and vast, and takes awhile with limitations to slow down the tech process to a degree depending. When specific AI's or players, etc. can start "falling behind". Albeit not to much.

It feels like to me most 4x games have severely crippled their tech tree. Sid Meiers Civilization being one of them.

Fallen Enchantress was a big disappointment to me tech wise as well, extremely small tech tree.

Reply #97 Top

[quote who="Tridus" reply="45" id="3410859"]

Quoting Farplane, reply 23


There's a reason why the Civilization style more or less linear tech tree is in so many games: it works.

 

Just because a feature is functional doesn't mean it is interesting or particularly useful. 

Reply #98 Top

Quoting ctiberius, reply 97
Just because a feature is functional doesn't mean it is interesting or particularly useful. 

Functional is a key requirement. So are things like the AI being able to navigate it, and players being able to understand it. The standard tech tree does all those things.

Any "improvement" needs to also do all those things, or it's not actually better. Complexity for the sake of complexity is not a bonus if it breaks something.

Reply #99 Top

Quoting Tridus, reply 98
Complexity for the sake of complexity is not a bonus if it breaks something.

 

But oversimplification for sake of... you know, :) isn't optimal too. I mean, I'd prefer different tech branches giving us different paths to follow, and thus, play differently, other than present us with false choice options, when our opinion doesn't matter (say you'll need to develop most branches anyway to succeed), or, even worse, when there is no real choice at all, because you choose between useful tech and useless one. Formally you had a choice, but in reality...

Not sure about "you can't lose" kind of choice, or, if I'm not mistaken with a term, "retroactive" choice, when no matter what you chose, you'll be right.

Reply #100 Top

Yeah, for sure. But for that to work, the tree needs to be big and slow enough to navigate that you can't easily backfill. Otherwise it's not really a playstyle affecting choice, it's a "I'm going to do this until it gets expensive, then I'll go spend 5 turns picking up all the old techs in the other direction I need" type of thing.

Which is fine, but it's not really differentiating things a whole lot. The best way to do that is with mutually exclusive tech branches - maybe if you choose to specialize in mining, you can't get advanced farming tech, ever. In that case you're making a choice that can't be undone, and it will affect how the game plays out.