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.
Works for me. The question is, will it work for SD? They already have a system in place and we know nothing about it yet.
Indeed. We only know what they tell us, and they might be doing something innovative that renders our ideas non-applicable or redundant.
So I'm thinking the best we can do is hash out the ideas, come to a consensus, and post a direct proposal to SD for them to give feedback upon whenever they feel like gracing us with their presence It appears that those steps are done, and we should move on to other discussions while we wait on SD except to respond to and process additional community feedback.
McFungos,The "repeated actions => doctrine => +/- modifiers" idea is very interesting and would enrich the feeling that your actions shape your civilization and world. My concern is that it could be more complicated to implement than the benefit in fun-value would warrant. From your examples practically every action would have include code that applies modifiers to "doctrine" values, and even the data model of "doctrine" would be non-trivial.It would also take quite a bit of balancing and testing to figure out the right numbers for the algorithms to avoid change happening too quickly or too slowly.It would be an interesting system if it could be worked out, though.Thanks,Keith
@Keith
Doctrine should be based on player gaming behavior within a [50 - 100] turns sliding windows.
Each doctrine should have differents windows as training troops and making buildings doesn't take the same time number of turns of wise.
If you reach the cap to access a doctrine, the IU tooltip should ask you if you want to apply that doctrine or not, leaving you more liberty or giving you a wanted boost toward a direction.
Once you got a doctrine you will have to wait minimum of turns before re-evaluation. If in contrary you rejected a doctrine, you shoud not be asked again for a lot of turn because you turned it down and it won't come back anytime soon.
In other word you can chose to apply or not a doctrine but only by changing your gaming behavior you can end one.
If an emergancy doctrine breaker is needed, a player may pay with an increase of unrest within his civilization to end a doctrine. Azincourt trashed the superiority of mounted knights troops doctrine, see the political echo afterward.
I want a more elegant way to implement doctrine than the one used in Heart of Iron where you must pay every change of doctrine with instability because most change of doctrine are volontary.
If you want to implement a doctrine system then doing so on the back of national idea and government system would make the most sense to me at least. Both of which I want in the title already as per discussions in other threads.
The trouble is the range of national ideas. It must neither be limited in the number of picks, like in the Paradox interactive "Rome" nor by the number & categories of choices like in "Civilizations".
I want to play a civilization like a RPG hero gaining traits while playing. I want my civilization to espouse my way of playing not to have the feeling that i plugin a serie swithes to tune my civilization like a guitar.
This does sound interesting but I wonder if it might do better in a separate thread since it is much wider scope than research. Up to you.
No doubt which is why I want open-ended systems with everything optional and for the elements that can't be optional then easy modding access.
Yes we are moving on from the main idea. I started a thread on systems but it seems to have floated of the first page.
I would love to get some feedback from SD on these ideas.
*poke* Brad
Sammual
They'll reply in due time, I'm sure.
And why not a system of "traits rearned" like in Lords Of The Rings Online? You build lots of civic buildings? your next research has a higher cahcen of getting a "civic" research. So if you want to have a military research then.. build units, military buildings and so on.
It's been a month and I'm starting to get twichy with all of the waiting for insight into the technology system of this game.
I feel as though I am already addicted to this game and it hasnt been released yet. Bad sign for me, good sign for SD.
Indeed. Also, awesome thread folks. I think Nathaniel is really onto something simply by encouraging some more thought about SMAC. This game seems to have a chance of being the first real 'successor' there as well, at least in terms of "the Fifth X" (eXperience). The way that tech worked there was definitely part of that immersiveness for me.
I'm very interested to see where the initial builds will fall along the 'border' between Randomophobes and Randomophiles. My inner control freak needs more beatings, so I'm currently hoping that a fair number of important things will be beyond my direct control as a player and I'll be forced to choose among different ways to influence stuff. I've played enough 4X that I think I'm ready for a slightly more participatory way to play with a big virtual miniatures set.
Exactly, when all aspects of the game are not specifcly controled by the player it makes the general choices they can make much more meaningful as well as free up their mind to focus on the bigger picture. I think that the great ideas included in this thread, if applied, would acomplish exactly that.
Absolutely amazing thread everyone who's contributed! I've just belatedly read it and I'm just blown away by the scope and completeness of the thinking through that has occurred . I too would like to give my vote for the agreed upon Blind/Focused/Specific tech research model as it seems like a really elegant and sophisticated way of solving the various problems people have with more conventional systems.
There'll always of course be some people who are hardliners one way or the other who will complain, but I really think this seems like the best of both worlds (especially as it presents such an easy option for modification should anyone really have a problem with it).
I'd also love it if the situational bonuses to research, non-exact qualitative expression of research progression (having imagining, hypothesising etc instead of 15%, 25% and so on), and the idea of the exact tech being researched being revealed at some point during the reasearch process (which would give an extra interesting decision point in the process) were all also implemented... but if this meant an onerous increase in needed deveopment resources I'd be more than happy with the bare bones system
If, under a specific research system, you find that replayability suffers because you keep picking the same tech path, that's your own damn fault for never mixing it up and you shouldn't bitch about how it's the game's fault for offering less replay value.
If your argument is "but but one specific path is clearly optimal", the following counterarguments apply:
1) In a game where there are a lot of viable ways to win or even ways to fight wars, how can there even BE an "always optimal path"? You should have to adjust your research picks based on what kind of map you are playing on and how exactly your opponents are playing. If you don't have to, then the game has design issues that go far beyond how tech research is determined and this whole debate's moot.
For instance, if it's due to there being a select few overpowered techs that are the best for any situation (lolsupplycrawlers), then guess what? Under blind research, those who roll those techs early crush those that don't. AWESOME. At least if you play SMAC with blind research off you can just choose to delay/skip those, or make an agreement in an MP game stating "no, this game isn't going to boil down to who gets SCs first. No using them.". With it on, someone's going to roll them first and dominate. (BTW I've never actually played SMAC MP so I don't know if SCs are really as overpowered as I'm making them out to be in MP, but they're a common source of BAWWWW from MP veterans so I'm running with it. And they do rape in SP, I can say that much)
If it's because of a lack of variety in options? Well, the replayability boat already sailed in that case. And then hit a glacier and burst into flames and sunk.
If you're assuming elemental will suffer from these kinds of problems, you have a pretty bleak outlook on how it'll turn out and should probably just skip it.
2) For any given situation, your "100% optimal tech path" is, 99% guaranteed, not. It might be the one you're most comfortable with at the time, but not the most powerful if played right. Experiment. Try different strategies in different games. You'll probably find something that works better for you.
3) If you care that damn much about choosing the most efficient tech path, why would you ever support an option that completely forbids you from playing in the most efficient way possible?
Realism for its own sake is never good design, it also needs to benefit the game in some way. The horn pro-blind-research people seem to be tooting the most is "it adds replayability", and I just don't see it at all.
This "you can choose to narrow your research but you take a penalty for it" idea sounds like the bad kind of compromise - one of those things that would half-assedly try to please all camps and end up leaving everyone only partially satisifed. This is worsened by the fact that a big part of the anti-specific-research camp, the part that thinks it hurts replayability, shouldn't even exist.
Stick with the traditional research model and let those people who complain about how it makes a game less replayable learn to discover the solution to that problem, because for any game that's well designed in other areas, it's there and it's damn obvious.
And for fuck's sake, people, stop insulting SMAC by referring to blind research as "SMAC-style". You make it sound like blind research was the only way to play that game. No, it was an optional ticker that defaulted to "off". And, one which was assumed to be off in most in-depth strategy discussions for the game.
100% agree.
As for the rest of your post, brilliant. It's exactly how I would have written my counter argument to the topic, if I would be as eloquent and able to write short poignant posts.
I would agree with you if we lived in an ideal world where computer games were perfectly balanced But that sad truth is that in every single game I've ever played that uses research, no matter how well-designed or how much I enjoyed the game, I always end up finding a number of technologies that are good enough that most of the time, I spend most of my research getting to them. I'm not talking about a single crazy overpowered technology that essentially breaks the game. I'm talking about a number of technologies that stand out from the rest in most situations, just enough so that I almost always find myself going towards them.
Obviously I'd be jubilant of SD could avoid that problem all-together, but I'm not keeping my hopes up. From my experience, nobody has ever succeeded there. And the bigger the tech tree, the harder it is to avoid this problem. And if they want extremely large maps to be viable (which they have said they do) then they pretty much need very large tech trees. Having a system that penalizes you for choosing exactly what to research when solves that problem.
Yes, if there are a select few completely overpowered techs that are the best for any situation, then a random situation would just make things worse. But I'm hopeful that SD can avoid that problem. But if we're talking about a larger number of generally superior technologies, then a system that encourages you to somewhat randomize your research can be a good thing imo. It means going for all of those technologies won't always be the best move. And it means that if somebody gets one or two of them they aren't going to immediately steamroll everybody else, because they only become really overpowered in aggregate.
Yeah, you could always say that I could just avoid researching those techs in order to mix things up. I don't know about you, but I find it hard to intentionally debilitate myself. On the other hand, if I'm forced to choose to either research those slightly superior techs at an increased cost, or to somewhat randomize my research for cheaper, then the the superiority of those techs is diminished, my games will play more differently, and I will have more fun. Maybe you won't, but I will
Sometimes, a player who chooses to fire blindly will hit that combo of techs anyway. Those incidents, when they get so heavily rewarded for rolling the dice and praying, are a bad enough thing to outweigh any positives one could think of to a system like that. This, to parrot you, is especially true on huge maps, where there are more civs and hence more opportunity for one to luckbox his way to a high-powered tech combo at a reduced or minimized cost.
I want control over my research, I want it to be acknowledged that I'm smart enough to mix up my tech paths without a blind research system trying to force me to do so, and I don't want a chance of being left in the dust by some clown who doesn't know how to do anything but pick randomly because the RNG likes him, however small it is.
BS. If that were true, you wouldn't be arguing for a penalty to specific research.
I mean, you hate doing it to yourself, but when the game outright forces you to do it, it's okay? Come on.
That would only be a problem if the tech tree is small. There are way more possible research routes in a tech tree with 100 techs than there ever will be players on a map. (To point out why: pretend there are just 5 techs, with no prereqs or anything. With just those 5, there are 120 possible orders in which to research them all. Now imagine 100 techs) Especially considering each faction will likely have somewhat different trees. So yes, maybe in 1 out of 1000 huge games or something someone will get lucky and hit the best techs quickly...
It has nothing to do with being smart. I don't find it fun to mix up my tech paths when I know very well that there is a better option. And "a clown who doesn't know how to do anything but pick randomly" won't leave you in the dust even if he gets lucky with blind research, unless you're also a clown who doesn't know how to play.
Umm, no. There is a huge difference between requesting that the research mechanics don't force me to make inferior decisions in the game in order to play differently, and having to make said inferior decisions. A penalty to specific research doesn't debilitate myself, because it affects everybody. Ultimately it changes gameplay, and in my opinion for the better. Feel free to disagree with me, but don't debase yourself by turning this personal and saying it's BS that I dislike something.
Except that the Blind/Focused/Specific model that we've come up with in this thread doesn't force you to do anything. You can do purely specific research if you want, it'll just cost you more. Or you could do purely blind or focused research for better efficiency. But what it really encourages is to use all three methods. So it doesn't force me to mix things up. It just makes going down the same research route every game less efficient, and therefore actually gets rid of any optimal research paths.
Edit: another nice feature of a Blind/Focused/Specific feature is that it would even be easy to add sliders in the game setting to change around the efficiency of the different types of research. If you hate random research and only want specific research in the game, slide the specific feature to 100% and the rest to 0%. It would require extra AI work, though, and I can't profess to know how easy or hard that would be.
I guess the fundamental disgreement we have is that you've played 4x games that you've enjoyed, but where you think there's an always optimal, all-trumping tech path. I haven't.
I might have been unclear here: Unless the game has design flaws that ruin it no matter how research is handled, I don't ever think I'm debilitating myself by changing up my research orders from game to game. I go along different paths not for the sole purpose of trying to squeeze out replayability, but to react to differing circumstances and to try to learn new strategies which work better than the ones I've been using. Replayability comes from the fact that there is actual reason for me to vary my build/tech orders WITHOUT the game trying to strongarm me into it by penalizing or outright forbidding specific research.
I am hoping, and am optimistic that, elemental will have good enough variety and balance that it won't NEED a restrictive penalty on specific research to try and encourage replayability, because there will already be plenty. If I'm wrong? Then I'm left with a game I wouldn't enjoy much no matter what, and blind research would at best be like putting a bandaid over a severed arm.
I just figure that anyone who sticks to the same paths because he finds all others less efficient should, by all logic, care too much about efficient play to ever support something that penalizes or locks out specific research.
I liked the blind research in Alpha Centauri. I do think though, that it is particularly suited to that game because a lot of the game is about exploration and discovery, and because you are being told a story. Much of that story is revealed through the technology tree. So, it's great for flavour reasons. It could work well for flavour reasons in Elemental too.
However, I know that often with this sort of game many people aren't interested in the story, but are just trying to beat the game mechanics. Notably, any time you're playing multiplayer other than cooperative. Blind research shouldn't be mandatory, but I will use it in single player if it's implemented.
I guess I should clarify, too. I don't find myself researching the exact same techs every time in most games; I find that there are always a handful of cornerstone technologies that almost always form the core of my research. Outside of those there can still be variety between games as sometimes my focus or situation will be different. What I want is for there to be no staple technologies (other than the early techs that you need to research in order to penetrate deeper into part of the tree).
Well I'll hope alongside you. And I'm sure SD will do a good job, but I'm skeptical that they'll be able to eliminate the staple tech problem. And semi-random research system would completely do away with it. And honestly I think I would have fun with it even if SD does manage to create a completely balanced tech tree.
You've got it all wrong. A semi-random research system doesn't penalize efficiency, it changes what is most efficient (namely, partial randomness). With a traditional research system, someone who cares about efficiency goes for the best techs at the cheapest cost. In a blind/focused/specific system, to maximize efficiency you'd do some combination of those research methods, depending what you have researched, what's available to research, and how badly you need something specific. The randomness means that the most efficient research path is (essentially) always different. It also gets rid of the staple tech problem because the price you need to pay to ensure you get them quickly counterbalances the advantage.
Me too.
I've not played SMAC I wouldn't mind this idea in conjunction with a more specific system. So lets say you choose a general research direction of magic and from time to time your mages, sorcerers, and wizards make new spells in whatever field of magic they happen to be studying (this would be the private sector) but the player could also offer the equivalent of a government grant were you put a predefined amount of resources and gold toward a specific goal. Using my magic example lets say you want to specifically research a spell to summon a greater fire elemental for example. Now you could theoretically get magic / technology by waiting long enough with private research or you could offer incentives for a specific type of technology or magic.
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