Too Many Techs in the Kitchen

I have uninstalled Galciv III until the next update because the Technology system is absolutely tedious. I understand there will be a tech tree later in development so we can queue up research instead of stopping every 10 seconds to pick a new one, but that's not a fix to the biggest problem: 90% of the techs are worthless.

Instead of having dozens of techs which give me +10%, just have a handful that give us +50% and take longer to research. This will force players to carefully consider which aspects of their Civ they want to emphasize. Currently, I spend games rushing to a handful of useful techs (like Universal Translation and Xeno Archaeology), and the rest of them grant bonuses that will make NO DIFFERENCE for the rest of the game: Plus or minus +10% never made a difference in a single battle, it won't get a unit out 1 turn earlier, and it won't push a single map tile into my control. This game is about crushing enemies with huge leads and overwhelming force, most of the Technologies available literally do nothing.

 

I am enjoying every other aspect of the game very well: the adjacency system is fantastic - it makes each planet feel unique and makes me excited to colonize new ones, the modularity of starbases makes it fun to customize each one, and I care about the scope of my influence, many of the UG measures, and the Ideology choices - which do a great Job of making me feel like I'm role-playing a race of beings and not just stomping my way to victory.

The problem is, I make tech choices once every minute, whereas the other stuff I only do once in a great while. If my most frequent means of interacting with the game is dissatisfying, there's no way I'm going to play this over the many other 4x games available.

See you in Update 4!

112,580 views 44 replies
Reply #1 Top


... every 10 seconds to pick a new [tech] ...

:X egad ...



... the rest of [techs] grant bonuses that will make NO DIFFERENCE for the rest of the game: Plus or minus +10% never made a difference in a single battle, it won't get a unit out 1 turn earlier, and it won't push a single map tile into my control.

It does for me!  I think we're on opposite ends of the patience spectrum.

This game is about crushing enemies with huge leads and overwhelming force ...

To me, the way to get a huge lead is to play 1% more efficiently than the other guy(s), and compound that over 50-100 turns.  Then I do have a huge lead.  And I know where it came from, and I can reliably do it again.

If you're clicking End Turn every 2 seconds(!!!), anything you get from that will probably be only equal to what the AIs are getting.  So your lead, relative to them, is maybe zero.  (Actually, with smart enough AIs, they would all have a huge lead over you.)  I agree wholeheartedly that micro sucks, and the current micro-management tools (through Beta 3) are nil.  But ignoring it completely is not really sufficient grounds to claim that the techs are underpowered.

Reply #2 Top

o love the oreinvolved branching forking tech tree

Reply #3 Top


I have uninstalled Galciv III until the next update because the Technology system is absolutely tedious. I understand there will be a tech tree later in development so we can queue up research instead of stopping every 10 seconds to pick a new one, but that's not a fix to the biggest problem: 90% of the techs are worthless.

Sorry to see you go, this is a beta release and I would expect that the tech tree will auto fill to the next one down the tree after you complete one in the future, so if you want to continue down the tree it will keep going.

As far as the second point the techs are not 90% useless, they all help you to reach your goal and allows you to pick your rewards from a wide range of possible options. 

Galactic Civilizations II was just like this and was great and auto continued to next tech which is why I expect this will eventually.


Instead of having dozens of techs which give me +10%, just have a handful that give us +50% and take longer to research. This will force players to carefully consider which aspects of their Civ they want to emphasize. Currently, I spend games rushing to a handful of useful techs (like Universal Translation and Xeno Archaeology), and the rest of them grant bonuses that will make NO DIFFERENCE for the rest of the game: Plus or minus +10% never made a difference in a single battle, it won't get a unit out 1 turn earlier, and it won't push a single map tile into my control. This game is about crushing enemies with huge leads and overwhelming force, most of the Technologies available literally do nothing.

I completely disagree, I would much rather have it continue the way it is with auto continue down the tech path, or que techs similar to the build que, either way.

Plus/minus 10% does make a difference, you just don't see it...  Attempt to play a game to get to a certain point, first researching the % bonuses and then don't research any % bonuses and you'll realize you'll be a lot further researching them.

This game is about conquering the galaxy through research/conquest/assension/influence your choice.  But you don't have to use military force if you don't want to.



The problem is, I make tech choices once every minute, whereas the other stuff I only do once in a great while. If my most frequent means of interacting with the game is dissatisfying, there's no way I'm going to play this over the many other 4x games available.

I don't mind this but would be nice to have a que or auto move to next.


See you in Update 4!

Can't wait :)

Reply #4 Top


Instead of having dozens of techs which give me +10%, just have a handful that give us +50% and take longer to research.

 

Hey, why not just have two techs and after you research the second, you win!  I mean c'mon...  <_<

Reply #5 Top

With the first point I would not to few techs I don't see them. I would say that tech research could always be made better though. I think the game would be better if instead the air could keep up. Is there a setting to change the research speed in the game yet. Auto continue may not be a good idea if it takes control away from your tech researching. I at least would want to know when I was done researching, so I could pick the tech if I want to. 

Reply #6 Top

Quoting admiralWillyWilber, reply 5

With the first point I would not to few techs I don't see them. I would say that tech research could always be made better though. I think the game would be better if instead the air could keep up. Is there a setting to change the research speed in the game yet. Auto continue may not be a good idea if it takes control away from your tech researching. I at least would want to know when I was done researching, so I could pick the tech if I want to. 

No, there is not a setting in the game to slow or speed up tech research, this needs to be added soon though :P.  

I'm talking like the auto continue they had in Galactic Civilizations II, where it would let you know you that the researched tech was (done) but, it would continue down the path if no action was taken.

Reply #7 Top

Multiplayer games, 9/10 by turn 80 i've 400 to 600 power ahead of them, my home planet is putting 70hammer and 60research with 90-100 approval... The techs just require understanding and build order practice.

Reply #8 Top

I wouldn't say the techs are useless, those 10% bonuses add up over time.  But they are bland, there are only a few techs that are really interesting.  More will be added as development continues but most will still be boring.  I would love to see most techs be interesting but I don't really thing this is going to happen in the base game anyway, it would take a lot of work to replace it.  I wouldn't be surprised if people were already working on an alternative tech tree for a mod though.

 

I do want a tech queue, one more along the lines of a build queue than one is pretty much research either everything in this line until this tech or research the minimum to get to this tech.  I tend to spread out my research among all the branches so none of them too far behind.  

Reply #9 Top

Quoting kestlstw, reply 8

minimum

 

make some suggestions in a thread. Don't wait for someone to implement it for you. Ask questions if you need help understanding the   ech tree format & construction.    hink about the goals you want to meet and what needs to happen to make them get met while still keeping the ame from being broken. Think about the mpaxt of your changes.

 

the zml files will almost certainly be updated as builds are released  owards final release making a I'll mod silly  right now... But trying concepts should be easy.

Reply #10 Top

Compared to civ 5 the tech tree seems bland.  But we make our own units in this game.  

Reply #11 Top

Quoting RobTzu, reply 10

Compared to civ 5 the tech tree seems bland.  But we make our own units in this game.  

+1

Reply #12 Top

And, yes, a 10% production bonus WILL help you spit out a unit a turn earlier... Anything that takes around 10 turns to produce will now be 9, and you get the idea from there. Supercapitals will benefit even more, and if you design ships based on production cost and not maximum loadout you can always skew it one way or the other. All of the bonuses really do add up to big changes if you accumulate them over time... If you don't believe me, I'd say, go research Technologies of War early on and watch your military progression fly past everyone else's with that 20% bonus.

That being said, I do agree with wanting a queue, because I felt like I was updating my choices way too often; I also agree with folks who think the tech selection page is a bit cluttered. In addition to the 4 primary groups, I'd like a selector for subgroups/specializations (Warfare/Weapons or Engineering/Ship_Components, for example) just to remove some of the chaos that ensues when you're far along and have 80 different potential options to choose from; I often found myself consulting the Tree instead of looking at the standard list, just to get a better focus on what I was actually looking for.

And I don't know exactly what they'd be yet, but I kinda like the idea of having more unique techs for each race. At the very least, there could be restrictions on progression based on race, but if they could think of some stuff that granted truly unique abilities in addition to giving everyone different tech ceilings in different categories, I'd be all for that as well. The Yor Power Matrix is a good starting point, and I hope there's plenty more stuff like that.

Reply #13 Top

it is as much a strategy game as a shoot-em-up. I play it from a different direction and have done several games (10-12 hours long) through where I have not fired a shot. In a way it is like chess; you have an overriding strategy for victory and you have individual choices to make on each planet. I usually limit myself to a dozen planets colonized and about half as many starbases. I constantly am balancing the spending vs. technologies/developments of both the bigger goals and the pace of the individual planets. When I find one that is my best choice as technological or manufacturing or financial or trade capitals I pursue that goal for that planet.

It ends up that I have my spending circle pushed all the way down to 0% savings so everything should be spent on tech/military and I am still accumulating $2000-$10000 per turn in excess wealth that I need to burn through periodically by just going through my planetary list and buying whatever is on the construction schedule. When a planet is idle, with all useful squares assigned to something I then go back and shape the list; looking for those squares where a research cloister or colonial bank is a better choice than what I had first put in that area. All the time, building those interrelationships between the squares, to make the planet the most productive it can be.

I would be slaughtered in a blood-sport of open warfare but I play to avoid warfare, or at least to shape it to my enemies so they are fighting each other, depleting their resources. 

 

Reply #14 Top

While I disagree with the tone of the OP, as well as his opinion that most techs are worthless, I do think it might be nice to have tech progression be a little less incremental and have a few more techs that feel like major breakthroughs, especially in in the mid to late game. Early, many of techs feel important because they allow you to do things you couldn't before. Weapons and defensive systems, and every time you get a new type of building feel like critical steps forward. A little later in the game tourism and planetary invasion have the same feeling. It would be nice to have a few more of these that not only incrementally increase your power, but grant new abilities and strategic options. 

Reply #15 Top

The only difference I remember between civilization and galactic civilization tech wise is that in civilization you have  multiple paths to each tech. I would like to see more meaningful techs only techs could always be better. I like a lot of techs. Abilities instead of numbers would be fine as long as that doesn't mean I will add the numbers, and just don't tell you what they are. Otherwise how will I know how much an ability affects me. All a little increase means I need more tech is fine.

Reply #16 Top

I'd love to see GC3 take the route of random tech tree. So that the player needs to improvise with what he's got in that playthrough or try to get additional technologies from other civilizations.

Reply #17 Top

Quoting Space, reply 16

I'd love to see GC3 take the route of random tech tree. So that the player needs to improvise with what he's got in that playthrough or try to get additional technologies from other civilizations.


Perhaps one new race could operate like this, it'd make for an interesting game.

A scavenging or pirate type race, or it could be an option at game start for everyone.


Scavenging or Pirate type race

Increased chance to find techs from anomalies.
Player picks a tier or age of tech and gets a random one from anywhere across that tier or age.
Slower research overall. -20% Research Speed
Increased weight to tech trading with other races, great hagglers.
Opportunity to Raid enemy planets/research labs for Tech
Ability to setup outposts rather than planets, uses the dead worlds.
Ability to blockade or ambush trade routes for cash. (They don't have traders, their traders syphon money from existing routes)
Increased regular colony costs, production and maintenance +100%, while outposts are uneffected. 
+25% Increase to ship speed and range. 

 


 

Reply #18 Top

I don't know about the techs being useless. I kinda like the last one on the force field branch. >_>

Reply #19 Top

I'd like to see the stacked techs be exclusive from one another. You need to make choices, not just have three techs in the same place.

Reply #20 Top

Quoting Misaniovent, reply 19

I'd like to see the stacked techs be exclusive from one another. You need to make choices, not just have three techs in the same place.

 

I hate that idea, I want all of them and don't want to have to choose only one.  Especially if the AI decides to be an ass and push through the no tech trading resolution in the UP like they did in my last game.  I think there are enough people like you and like me that asking for this to be an option is reasonable though.

Reply #21 Top

As I put in the other thread.

Same amount of techs, changing some to be 'techs' components/buildings/starbase stuff etc rather than bonuses and a longer research time.

Make each research tech take longer to get, at the moment it's too fast, give that decision more weight rather than just oh I get another tech in 2 turns anyway who cares. There is no problem having a lot of techs, this is a good thing in a longer game, however there is a problem if they are all the same and they come every other turn.

An alternative Suggestion:

Bonus techs could be invested into, so you could just keep your research going into them to achieve bigger and bigger bonuses, but the player isn't bothered with this every 3 turns. All those sub techs are instead put into a few research options that can just be continually invested into for small returns, .1% a turn or some such (you can cap this by tech age)


 

Reply #22 Top

@OP sorry bub, I have to disagree with you for the most part. Now more exciting techs of course is always welcome, but so far the trees are much improved over galciv 2.

Reply #23 Top

I don't like the current tech system. I always go directly to the tree to make my choices.

I understand they are going to change the tech set-up and I look forward to that, but for god's sake don't give me 40-50 turn techs. I hate slow tech. With research expansion as the game goes along the techs should average about 10-15 turns each. A queue will be great. That is really all I need

There will be an option to slow down or speed up techs and I want to be playing on normal most of the time.

Reply #24 Top

I like the idea of exclusive techs. It would make for a different research path each time. Basically you would probably have two different tech trees the same size overlapping each other. All a tech would eliminate is one tech, but move you up on both trees. I,m not saying less Tech's, but twice as many tech's. This could also go the other way it would be more complicated where picking a tech would change a path. An easier way would be recycle some of the Tech's further on the path producing the illusion of this. A simpler way to do this is use a specialized tech path, and a generalised path for each faction.

As far as the the random tech idea,I hate the idea this is an option I would never pick in my worst dreams. If the game had this as the main part I would look somewhere else. Can't argue as an option. The species with this option I would never try out. At least it would make an opponent.i

+2 Loading…
Reply #25 Top

Quoting admiralWillyWilber, reply 24

I like the idea of exclusive techs. It would make for a different research path each time. Basically you would probably have two different tech trees the same size overlapping each other. All a tech would eliminate is one tech, but move you up on both trees. I,m not saying less Tech's, but twice as many tech's. This could also go the other way it would be more complicated where picking a tech would change a path. An easier way would be recycle some of the Tech's further on the path producing the illusion of this. A simpler way to do this is use a specialized tech path, and a generalised path for each faction.

As far as the the random tech idea,I hate the idea this is an option I would never pick in my worst dreams. If the game had this as the main part I would look somewhere else. Can't argue as an option. The species with this option I would never try out. At least it would make an opponent.i

lol