Not sure if it is just me but there is no screenshot showing when I click to view it
I love it!
Thanks for sharing the screenshot. I like the look of the Tech Tree.
Iām guessing hat these screenshots are galactic civilizations 4.
Is it only one tech at a time? Would love to have multiple techs in different fields being worked on at the same time (Master of Orion) style. Would be more realistic imho. Was never keen with the one tech approach from the Civilization design.
Being given a small list of techs that I can research does not appeal to me. I like having the whole tech tree being open for me to research.
Being given a small list of techs that I can research does not appeal to me. I like having the whole tech tree being open for me to research.
Seconded
Being given a small list of techs that I can research does not appeal to me. I like having the whole tech tree being open for me to research.
Seconded
I really want to see how it plays before deciding, personally.
Certainly a "these 5 techs could happen faster because your scientists are inspired to work on these ideas" mechanic is not something that I inherently dislike.
And certainly also having access to the whole tech tree and choosing what to research is not something that I dislike either.
I'm actually curious if some hybrid-system ends up being implemented. But until I've played it I really don't feel like I have strong feelings about the issue.
I'm intrigued by the 5-tech option, with the ability to reset for higher tech costs. I think it could work, but we'll see.
Being given a small list of techs that I can research does not appeal to me. I like having the whole tech tree being open for me to research.
Seconded
Thirded.
If one is not familiar with the Tech Tree, then it is impossible to know which techs to research to get to the ones you really want (ie, bee-lining).
Give me the whole tree, please.
Still respectful disagreement. Depending on the GC3 race I take, research is a gimee. I'd rather have research (as it is in real life) take a more random and accidental slant.
For those who fear another MOO3 ... I am no shrill. I trust Brad to make a game that is like the OS2 .. AI centric and very playable.
For those who fear another MOO3 ... I am no shrill. I trust Brad to make a game that is like the OS2 .. AI centric and very playable.
I love MOO3...
But GC4 is going to be a very different game. Wonder how close it's going to be to Star Dynasties.
At least no random tech.
sorry no real opinion vs. tree. A balance for the ability to research multiple techs. Is multiply the tech points by how many simultaneous paths you select to research at the same time.
Personally, I've discovered I'm definitely a fan of choosing between a handful of new techs to research, and *not* having the entire tech tree laid out in front of me. I like the uncertain nature of it all. It feels both a little more realistic, and less tedious -- mapping out and/or knowing exactly what techs I'm going to research, and in what order, becomes dreadfully boring.
Is it only one tech at a time? Would love to have multiple techs in different fields being worked on at the same time (Master of Orion) style. Would be more realistic imho. Was never keen with the one tech approach from the Civilization design.
I concur that being able to research multiple techs simultaneously (ala MOO3/Stellaris) would be ideal.
all I get is page not found.
Is it only one tech at a time? Would love to have multiple techs in different fields being worked on at the same time (Master of Orion) style. Would be more realistic imho. Was never keen with the one tech approach from the Civilization design.
I also share this idea. In my opinion, all different tech families should be researched at the same time through different techs and successive steps with possibility for the player to apply a focus on several of them.
Tech tree would appear divided as we already knew between Colonization, Engineering... with an initial set of techs and various intermediate/final objectives (e.g.: be able to colonize or big ship teleportation) and inbetween unkown steps that would appear when available to be explored.
To give an explicit example in comparaison with real life, research against cancer is based on various treatment forms (immunotherapy, targeted therapy, prototherapy, chemotherapy...) and researchs dedicaded to provide specific technics/medicines/devices. Today, the trend (the focus) is in immunotherapy so it catches most of money and then allows to employ more scientists. Tomorrow, new tools or a better understanding of cells' behavior will allow researchers to explore a new form of treament that would become at its turn the new trend. Maybey a day we'll have a treatment so effective that most of the other ones will be abandoned. But in anyway, they all have for ultimate goal to cure the different cancer forms. For other cancer researchers, it's to find how cancerous cells reach immortality with another idea that simply cure cancers.
What I mean by this example, is that's possible to keep a logical sequence from initial situation to final objective without directly knowing all the steps to check to reach this final goal like we already have in GalCiv 3. It could be enhanced with unexpected links between techs triggered through semi/fully random events (e.g.: a genius rises and opens a new understanding of something; or researchers working on tech A (warfare) discored a new application/solution accelerating/completing search on tech B (governance)) or just triggered because a combinaition of techs are mastered (Tech A (colonization) + Tech B (engineering) open a new way to Tech C (colonization)).
Also in my opinion, some researches should be conditioned to possession of connected ressources (e.g.: research on antimatter weapon impossible without having access to antimatter). I know it's certainly too heavy as condition but at least it makes sense and favours interest on strategic ressources.
I know it'd be a tremendous work because it wouldn't only be about number of techs but mainly about possible links and triggers between them. Like somebody could write there's enough to basically go nuts with it.
I don't know if it would be fun as tech tree but if I was able to do it's how I'd do it. All the point for the player is to set the course on what he wants to reach at a specific moment without having to care about 10 next steps or 10 last.
Last example. If I see a smartphone, I know that humanity masters electricity, microelectronics, telecoms, robotics, several minerals extraction and many other knowledges. I don't need to know all the steps needed in these different fields of knowledge to arrives to mass production of smartphones but I know that's possible. All these past steps, knowledeges are lost or archived because obselete for now. On the other side, I know that in the near future, i'll need a 5G smartphone but I don't know what I'll be able to do with in two years and I certainly don't know if I'll need a 6G smartphone in a further future or if something will replace smartphones.
With UI of tech tree, it's the same and Stardockians know that and it's what they do with the GalCiv 4 Tech Tree but without giving opportunity to set a course. Just like trying to drive looking only a meter further than the bumper.
As someone who was able to play with the entire tech tree visible in early alpha and than having it hidden. It does prevent bee lining.
This was the purpose. You can still bee line but it will get slightly more costly each time you need to re roll to stay on the path you want. I bee line medium hulls, defenses, and beams in that order. Once those are secured Ill grab planetary improvements and work on planetary invasion.
This new method is fine. As long as it allows players of both types of folks to play how they want things are fine. I feel that in order to encourage the play on the random side there should be some kind of carrot/reward. Either show us a reduced cost for the initial hand we draw each time (show us its base cost and a 5% reduced cost for keeping the initial draw) OR reward us by allowing it to be truly random > yes you 'could' get doom rays on turn 1.
If they are set on this I'd like a more Stellaris system. Random to a degree but sub sections. Only giving 1 tech at a time makes it very hard to plan ahead if you don't know the tech tree by heart.
GC is a strategy game. Planning out the order of the techs you want to research is part of the strategy. Having no clue what to research next is not fun. We must be able to at least see the tech tree even if we can't select techs further down the tree like we can in GC3.
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