From most of the screen shots it can be seen that the player would be researching specific technological/magical goals. I would argue for the option of focused technology/magical progression. By focused technology progression I mean a research system akin to that found in SMAC, where you set your prefer research direction(s) but have no control over exactly what is researched.
The reason I favor this approach is that it will add more accuracy to the game in that technological advancement is not linear. Also, it will add a bit of luck to how your research progresses and you will not be able to employ a strategy that requires you to attain a specific technology at a specific time.
The reason I am advocating this as an option and not an outright change is that I know some people would not share my views about how research should progress or just prefer to know where they are going. However, if the game is designed with focused research in mind it can easily be adapted to specific research but the opposite is not true.
Please post any comments, ideas, or criticisms.
NOTE: It appears that those that are not familiar with Sid Meier's Alpha Centauri(SMAC) are misunderstanding the concept but I didn't phrase it with those individuals in mind so I apologize.
Here is an example to better explain the concept. You have, for arguments sake, 4 different categories of research: Military, Industry, Economy, Agriculture. All of the technologies are categorized into the previously mentioned categories. You decide to temporarily focus only on Agriculture. This doesn’t mean that you will only research Agriculture technology. It does mean that if you meet the prerequisites for an Agriculture and, for example, a Military tech you have a much higher chance of researching that Agriculture Tech rather than the other.
Here is another example that addresses the concept from a different direction. From the club could you "see" the exact path to a short sword assuming the only knowledge you had was of the club? Not really. Would you even have a concept of an edged weapon? Maybe, maybe not. Would you know what to make it out of or how? Nope.
If you had a SMAC like tech system and wanted to get to the short sword ASAP you would select to focus on Industry and Military b/c the Industry focus will answer how to make it and out of what and the Military focus will fill in the concept. However, just b/c you are focusing on one area doesn’t mean that your civilization couldn't come up with new economic thoughts or of applying agriculture principals. It just won’t be as likely.
This adds to the strategy element b/c if you focus on industry and economy too exclusively you will not be guaranteed to get the military techs that you may need right away if you run into someone that wants to conquer you. At the same time it dampens the effect of player focus by giving them technologies that they don’t think they want or need right at that moment. This acts to give players that focus on industry and economy, for example, a few military and agriculture techs here and there so they are not extremely vulnerable to challenges in those areas.
Like I mentioned before, not everyone will prefer this option but I believe that it adds considerably to how the game is played and will fit in well with the ideas expressed by Frogboy.
Got it. Yeah, that bottom level doesn't have a corollary in the keith/Ash system.
Another possible problem with that implementation: considering that SD has already stated that the different factions will have different tech trees, it would seem likely that they would need to code different bottom-level categories each faction (e.g. just in the area of damage reduction, one faction might be relying on physical armour, another on magical auras of impermeability, another on health regeneration).
Our focused/your top level categories are likely to be consistent across factions, though, because everyone needs some way to kill stuff (Military), build stuff (Industrial) or grow eatable stuff (Agriculture), even if the specifics of how they go about it differ.
- Ash
The past dozen posts are great. I never wanted to implement an exact copy of the SMAC technology system and I apologize coming across that way. I was trying to expose the idea of a non-standard tech system to the rest of the forum and SMAC was the best example i could think of. I was also trying to stay away from specifics b/c we are operating in near total ignorance of what the developers are thinking about technology at the moment.
I think a situational bonus to research is a great idea but in many cases it was not an abundance of resources that lead to advances but the scarcity of them. For instance, the technology for the steam engine existed in ancient Rome but there where so many slaves that a labor saving device simply wasn’t needed. Another, is that if you have only a small amount of a metal you will only allow it to be worked by your most talented people thus possibly producing higher quality goods but then again practice makes perfect.
Overall both systems are very intriguing and I am very happy about the direction the conversation has taken. I need to the past posts a bit more carefully before I respond more than this. Great ideas
I actually don't think this would be a problem if implemented right. SD shouldn't have to hardcode categories at all. Every technology should be assigned relevant traits, and the categories (both broad and specific) should then automatically draw techs with their trait from the set of techs available to your faction. If a faction completely lacks any whole categories (probably unlikely), then they just wouldn't be displayed or would be grayed out or something.
Yes, but I would be surprised if the factions will have such exclusively different types of technologies that each faction would need a drastically different set of specialized categories. I'd think that most/all would share a basic set of specialized categories (which would be filled to varying extents), plus a roughly equal number of... specialized specialized categories each of which only a few of the factions will share. I think in the end most factions would share a very similar pool of specialized categories - but they would be populated by different technologies.
Excellent posts, some food for thought. I really loved the SMAC style of research. I'd have to come down on the side of 'blind/focused/specific' model. Offers great way around the 'blind' V 'min/maxing'. How about including an ability or skill that your channeller can choose at development (gain through levelling or build specific building) that gives an ability to 'see' several choices ahead on a research tree and adds a bonus to researching that path (i.e. costs mana to 'see' ahead)? Or too much feature creep?
After some more reading I too have to say that I would be more in favor of of 'blind/focused/specific' model as well. As delad mentioned I think it would give a good balance between those that want to specialize and those that what more replayability.
Great. So it looks like we have a consensus. Now for some feedback from SD...
I have to agree, that does seem like a fantastic idea you all came up with. I must say I concur as well.
Personally I don't think that the tech tree should be hidden from the player. A hidden tech tree would drive me crazy. It could be fun and immersive the first couple games, where you're really kept in the dark about where your research will ultimately take you, but that novelty would quickly fade for me, I think. Also, people would just map out the tech tree and print it out, making a hidden tech tree nothing more than a burden. I'm definitely all for a visible tech tree, regardless of what style of research is implemented.
On the other hand, maybe there could be a Divination spell that would function differently depending on how you use it. Using it on another town or army would amount to spying, using it on your own lands could reveal hidden effects/resources/dungeons or something, and using it on your research could give you insight, allowing you to choose a specific technology to research. Using this would require essence, so doing it every turn would result in a weaker channeler so that if you really want to min/max your techs you can - but at the price of a weakened channeler. On the other hand if the focus system is done well, this might just contribute to feature creep without improving the actual game.
But yay! I created an idea that people like!
Excellent ideas everyone.
I agree...
I'm glad it looks like we've a palatable solution.Ok, let me restate the goals here:- make it fun for those who want blind research- make it fun for those who want to pick specific techs to research (myself included)- don't place undue or unnecessary burden on development/testing/balancing resources (e.g. avoid options)And a proposed solution:- when choosing what to research, the player can choose between three methods:-- Pick a specific tech like normal (and yes they can see the whole tree); this will be, maybe, 75% efficient-- Pick a tech category, and the computer randomly selects an eligible tech in the category; this will be, maybe, 90% efficient-- "Blind Research", and the computer randomly selects an eligible tech; this will be 100% efficientThat's it. We can add complexity with character bonuses, situational bonuses, etc... but this is the kernel of it I think and I'd rather stick with simple until we actually get to playtesting.This seems like it would add fun value in that it:- poses a tradeoff; no one of the three method will always be the right one. If you do 100% blind you will have more tech points worth of techs, but it probably won't fit any particular strategy you could execute. If you do 100% specific you will probably fall behind in tech overall even though you have bee-lined to what you want.- since accepting a degree of blindness actually helps maximize research output, min-maxers like myself will have a reason to build strategies not based on a lock-step progression of techsThe three efficiency values (75, 90, and 100 or whatever) should be stored in the main "global settings" xml file or somewhere similar for easy modding. That way other values (like 100,100,100 or 0,0,100) are available to the player who just really wants it that way, but testing/balancing resources aren't used for the alternative setups.Sometime later I'll post some nerdery about what I imagine it will actually take in nuts and bolts to make this happen.Thanks for the discussion everyone,Keith
Are you thinking only one category at a time or would multiple be possible? i.e. focus on 2 out of the four possible catigories
Excellent summary, Keith. Thanks for the doing that.
I would also concur that wrinkles like the situational bonuses can be left out until we see if/how the core idea works after some playtesting and balancing.
I was thinking just pick 1 out of like 4 or 5 general categories. It wouldn't make it much worse to allow picking multiple, but would there be much benefit?
Ok, as far as what it would take:1) add three entries to the settings xml file:<Tech_ResearchEfficiency_Blind value="100" /><Tech_ResearchEfficiency_Category value="90" /><Tech_ResearchEfficiency_ExactTech value="75" />2) add a new data type for "tech category", the only fields I think it would need are an ID and a name, but perhaps the image/graphical-resource would need to be on there for the button that will be clicked to select it3) add a "category ID" field to the "tech" data type that will link each tech to a single category4) add two fields to the game-state data type of a player:- "Tech_ResearchingBlind" that stores true or false- "Tech_ResearchingCategoryID" that stores a categoryID (blank or null means not doing category research)5) on the choose-tech screen, add a button for "blind research", and a button for each tech category (or to make it mod-friendly, just a drop down select box with the names of each category)6) when blind research is chosen, pull the list of eligible techs and set player's tech-in-research to one at random, and set that player's Tech_ResearchingBlind to true (and Tech_ResearchingCategoryID to null)7) when a category is chosen, pull the list of eligible techs in that category and set player's tech-in-research to one at random, and set that player's Tech_ResearchingCategoryID to the selected category (and Tech_ResearchingBlind to false)8) whenever displaying "current tech research":- if Tech_ResearchingBlind is true display "Blind Research"- if Tech_ResearchingCategoryID is not null display the name of the category- if either Tech_ResearchingBlind or Tech_ResearchingCategoryID is not null, display a term based on percentage complete divided by 20:-- 00-20% done: progress bar displays "Imagining".-- 21-40% done: progress bar displays "Hypothesizing".-- 41-60% done: progress bar displays "Testing"-- 61-80% done: progress bar displays "Theorizing"-- 81-100% done: progress bar displays "Verifying"9) when processing a turn and figuring out how many tech points to add to a player's tech-in-research progress:- compute research points normally- if Tech_ResearchingBlind is true, then multiply result by Tech_ResearchEfficiency_Blind- if Tech_ResearchingCategoryID is not null, then multiply result by Tech_ResearchEfficiency_Category- if Tech_ResearchingBlind is false and Tech_ResearchingCategoryID is null, then multiply result by Tech_ResearchEfficiency_ExactTechAm I missing something?(and yes, I realize this is probably overkill, but it helps to work through something rigorously to check for surprises and maybe even save the devs some time)Thanks,Keith
One slight correction. Since we're doing the research-inefficiency by reducing the number of "research points" added per turn, these values:
Should be 1.0, 0.9 and 0.75 respectively. We don't want to multiply everyone's research points by 75 for no reason.
Other than that mathematical quibble, that's awesome!
---
Alternatively, of course, SD could take an additive approach not by decreasing research done per turn but by increasing the cost of the tech itself:
Blind Research: Tech Cost * 1.0Category Research: Tech Cost *1.10Exact Tech Research: Tech Cost * 1.25
I concur on both points. Moreover the summary is worthy of karma.
I was going to suggest that. Great job! A classic case of out-of-box thinking.
One small point I would consider renaming "category" to 'general' and "exact" to 'specific' for consistency purposes.
Oh, I'm definately in favour of the SMAC research model.
Given that Magic Research and Tech Research are two different things altogether, maybe one of them could be SMAC-like and the other CIV/GalCiv-like?
Yea, I was thinking that magic research should stay MoM-like in that you pick a specific spell out of a spellbook which already has the thing it just needs to be decoded and understood.
Awesome thread. Figured I'd add my thoughts, coming from a guy who has never played SMAC or MoM. My first preference would be to have an option at start up. I guess I just don't like the thought that if I specifically pick my techs, why should I be penalized and potentially way behind someone else in techs in the late game? What if I just like to pick my techs, without doing the whole min/max strategy? Does that mean I'm also getting penalized although I'm not really getting ahead in any one thing? I'm kind of a jack of all trades, master of none type of guy so it seems a little unfair.
I would like a system where specific research is only penalized if you keep on down the same path. For simplicity's sake, take GalCiv2: If I research laser I & II, there is no penalty, but if I go straight to laser III or above, there becomes a progressively higher penalty if I'm not researching other techs. Obviously, it gets more complicated with prereqs and a less linear research structure, but hopefully get my general idea.
That said, I think the category research is one of the better ideas as I'm too used to specific research (think GalCiv & Civ4) and it would add to the variety and replay value of the game. It'll be interesting to see what Stardock already has in mind for research.
Thanks for the feedback, SackLunch.
I can happily agree to the following;
Goals:- make it fun for those who want blind research- make it fun for those who want to pick specific techs to research - don't place undue or unnecessary burden on development/testing/balancing resources Proposed solution Core:- when choosing what to research, the player can choose between three methods:-- Pick a specific tech like normal (and yes they can see the whole tree); this will be, maybe, 60% efficient-- Pick a tech category, and the computer randomly selects an eligible tech in the category; this will be, maybe, 80% efficient-- "Blind Research", and the computer randomly selects an eligible tech; this will be 100% efficientThe three efficiency values (60, 80, and 100 or whatever) should be determined through playtesting and stored somewhere for easy modding.
Additional Modifiers outside of current scope: character bonuses, situational bonuses, etc...
Sammual
Move away from the rigid "build order" approach to techs where you figure out the optimal path through the tech tree to optimize for a certain strategy.
I'm all for anything that removes the 'Rote' from my stategy games.
I want the correct choice of situational tactics, best reaction to random situations, and the best overall plan to determine the winner of the game.
I didn't address the AI part of the implementation of the blind/category/specific idea. I think this might be a sticking point. At least, it would be the most complicated part.
A few solutions come to mind:
1) just let the AI do specific-tech research at 100% and not be aware of the blind or category options
- con: the AI would not be playing the same game as the humans, which is generally a big no-no particularly in Stardock's history.
- pro: dead simple solution, and it probably wouldn't give the AI much of an advantage since AI min/maxing pales in comparison to that of some human players
2) build logic that takes the normal pick-most-important-tech functions and expands them to work with the new system:
- calculate an "how-much-I-want-this" value for each tech that can be researched now (this is the hard part, but they need thisfunction for specific tech research anyway)
- let blind_value equal the average of how-much-I-want-this for all eligible techs, multiplied by 1.33 (if using 75/90/100)
- for each tech category
-- compute the average of how-much-I-want-this for all eligible techs in this category
- let category_X be the category with the highest average how-much-I-want-this
- let category_X_value be that category's average how-much-I-want-this, multiplied by 1.11
- let specific_tech_Y be the individual tech with the highest how-much-I-want-this
- let specific_tech_Y_value be that tech's how-much-I-want-this (no multiplier)
- if specific_tech_Y_value is greater than category_X_value, next research = specific_tech_Y
- else if category_X_value is greater than blind_value, next research = category_X
- else next research = blind
Hi,
While the SMAC view is interesting i think we enlarge the field of application of its effect.
I want : Your playing habits become your civilization doctrines.
You focus on non-magic research rather than magic research => You get a bonus on non-magic research but your magic research get stunted and limited.
You are researching any flavor of fire magic => You get a bonue for fire magic, more flavors of fire magic, every other magic elements research get stunted and limited.
You like to spam mounted troops => you get bonus for mounted troops but your foot troops are now beggars.
You put an heroes at the head of each armies => Heroes give more bonus to their fellowers but leaderless armies are now toast.
Doctrine can be reverted but it will cost time to change the collective mindset.
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