Tech Tree; more than simply researching

I have an idea for research to make it less 'just click on a button'. I'll immediately admit, I got this idea from Imperium Galactica II, sorry about that :smitten:

Simply clicking on what to research next becomes monotonous. In order to combat this, there could be simple missions in order to research a certain technology. Examples:

"Technology A" requires you to follow clues to find a scientist who has vital knowledge to progress research.
"Technology B" requires you to find a precursor artifact that'll help you understand things better.
"Technology C" requires your spies to steal certain alien technology because the aliens don't want to share.
"Technology D" requires you to trade certain technology with aliens.
"Technology E" requires you to find a derelict ship with something (info/artifact) on board that'll help.
"Technology F" requires you to build a special mining vessel* and mine specified asteroids for specific minerals.

* This vessel would become available once the mission starts and is removed from the game when completed. It would become available again when you get the mission again.

All missions would be randomly assigned and thus you could get the same mission multiple times, though locations would not be the same.

I believe this would add a fun factor to the game, keep it interesting even to research high-end technologies which got quite boring later on in the game in GCII.

12,330 views 2 replies
Reply #1 Top

Agreed. Simply clicking a button and waiting X turns doesn't quite get me there. 

Reply #2 Top

Wating 108 turns for "Victory", yeah a bit boring.

However spending 20 turns just to find/steal/whatever something could hamper beyond recovery a game.

I'm all in for a bit of luck as a factor, but clearly luck here can overwealm good strategy and planning.

But, I think the same can be achieved by giving alternate paths to finish a research, so instead of "Tech A + Tech B allows researching Tech C", the game can give you alternative research paths for certain techs (not all) like
"Research A while having 2 Research Resources  for Y turns allows researching Tech C paying X credits"

or

"Research A and Research D allows researching C"

or simply adding alternative paths with a failure chance

"Rearch B + X credits -> 70% chance to research C in Y turns" (of course there is a 30% chance of losing Y turns and X credits)

 

That way there is no fixed path to obtain a tech (excluding conquest, spying or trading),  and risks can be weighted (whether by risking time/money or "getting" a resource that could trigger war)

Of course those ideas must be tweaked and balanced