I've seen some discussions about advancing tech trees in Elemental in a manner not entirely unlike Galactic civilizations 2, civlization and other games.
It seems to me that the two of the big influenses on this game (The Sillmarilian and Master of Magic) didn't have tech advancement n this manner. (I could be wrong about MoM I haven't played it since 1995).
Tolkin's middle earth existed for thousands of years without any real improvement of technology
I think MoM was similar to Age of Wonders wherein you developed new and better magical abilities but your technological economic and industral abilities was (outside of magic) linked to an unchanging set of city developments. Ergo if the city of Townsville has building X it produces result Y. There wasn't a civilisation wide advancement from iron weapons to steel or from three field farming rotations to two field farming rotations (aside from magic).
Do you see a benefit from technology advancement system that work partially independantly from "social production"and magical advancement? If so is it only in customizability, or also in flavor and richness?
For me, I like to have lots of knobs to tweak but ancient civilizations with static technology is a staple of the genre that I think adds to the feel rather than detracts from it.
From a game design point of view, one of the major things that having technological advancement adds is another set of goals for the player. The best 4X games are always described as having "one more turn" addictiveness; that addictiveness comes from having so many overlapping goals that you're always on the cusp of achieving something, be it starting/ending a war, building a unit - or acquiring a technology.
So technological development, aside from being a staple of the 4X genre and the absence of which will make a lot of people feel like something is "missing", has a significant role in contributing to the overall pace/flow of the game. If one were to argue for taking it out altogether, I would want to be sure that something else was going to fill its role of helping to make each turn feel full of achievement, rather than empty and stagnant.
As far as the issue of technological development in other fantasy settings, I would point out two things:
1) This game is not set in those worlds. Stardock - and by Stardock, I presume I mean Brad - is crafting their own lore for this world. Until we know more about that lore, commenting on what or how much technological development is appropriate for it is nothing more than guesswork on our part.
2) I think there is plenty of range within the scope of "ancient civilizations" for a robust technology system without leaving the desired era. And there is already another thread around here somewhere with plenty of people on record as saying they wouldn't like to see flying units or gunpowder weapons in the game, so I don't think we need to worry that they will go too far with it.
- Ash
Ah, and there have been examples of mixing magic and technology in a fantasy universe.
Following the path of technology yields diminishing returns in the magic department - can be an interesting twist but I personally don't like it.
But - I think a mild technological advancement can be very interesting, e.g. usually dwarves are considered more advanced in mining and construction. Stuff like that can be transported into the game by a research system.
I personally am a fan of the industrial revolution fantasy. Where there are hot air balloons and gimmicy flying machines. They possibly even have early steam engines and bizzar mechanical contraptions. I always related wizards to having bizzar non-sensical technology.
One explanation that comes to my mind for having research exist would be the fact that the world is just now recovering from a cataclysm. That's huge! Even if men know about a technology pre-cataclysm (steel, for instance), the likelihood they can produce it is slim. Even if you just think of tech research as re-discovering how to do things again (create workshops, improve farming) or investing in some new tool that makes something better, I'd say it's plauible.
But, like you I'm not 100% convinced that tech research really exists well in a low-tech world. I can understand spell research, as you start out as a low-level channeler and discover info/artifacts/resources along the way that could add to your new abilities, but discovering techs in a few days or weeks seems a bit too fast paced or unrealistic.
I'm going to assume again (I'm doing that a lot without feedback from devs) and say that there will be a slider that you can adjust the research speed, like in GalCiv and Sins, but maybe even something like Civilizations, where you can choose how tech advanced you want to start. This would only lend itself to replayability and add to accommodating the game for different types of users/expectations.
I am guessing that there will be "tech" trees both for magic systems as well as mundane weaponry, armor, assault engines, fortifications, etc.
The truly exciting (I think) will be seeing blending of tech trees such as having a certain level of ability with sword making, and a certain level of ability with fire magic being able to make a flaming sword, etc.
One doesn't have to assume that coming out of the Dark Ages and proceeding to the Industrial Revolution took more than a week or month. We know that it took a very long and bloody path to get from one to the other.
All the Dev have to decide in their new World/Realm is where to end the High End Tech run at. Magic will certainly add extensively to that Tech pathology.
Perhaps the "Flaming Steel Sword" will be the epitamy of Elemental Tech advances and with it, you will win have won the day.
It doesn't always have to come down to who produces the First Tactical Nuke...
Steampunk Fantasy is god.Regardless, EWoM isn't Steampunk (regrettably so!).
You're right. It's about who makes it, and then who steals it before it can be used!
And I pray to god that it stays that way, instead of becoming a psuedo-RPG (and don't get me wrong, I love RPG above all else!) battle simulator with civilization-building aspects. Under all circumstances, technological advancement should stay, even if it means that I eventually go from flying pegasi to giganormous Hindenburgs, and from shortbows to steam-powered lasguns.
Addenum: For some reason, this portion messes up the entire post when posted between the two other quotes in my previous post. I had to remove it, and post it as a seperate post. Extremely annoying, but hey - I wasn't the one that disallowed previewing, or the possibility to see the raw bbCode, or made quoting as broken as it sometimes appear on these boards.
I'm no great fan of sub-genre names like 'steampunk fantasy,' but I deliberately avoided mentioning Martha Wells' Il-Rien stuff in the 'best epic fantasy' thread because I was trying to respect the genre boundaries. Her The Death of the Necromancer is a fabulous example of mixing fantasy motifs with Victorian melodrama, and that includes talk about how new-fangled iron railways disrupt the much older power of the Fey. In the broadest sense, I see no fundamental conflict between a fantasy 4X TBS and a technological development system.
That said, *every single time* I've seen 'tech' or any word including it in talk about Elemental has made me pause with discomfort. The very word itself is wrong for the setting, IMO, even though I completely agree that forging metal, farming crops, and building stone structures without mortar are all serious techs from a Sid Meier/Will Wright sort of POV. At the moment, I hope to see Elemental stick to a particular 'age' in terms of metal use, chemical energy sources, etc.
And I think that's in no small part because I both want the game to be centered on magic and I still believe that Arthur C. Clarke gave us Great Wisdom when he mentioned that a sufficiently advanced technology will appear to be magic. A big part of all 4X games is basically how stuff gets done, but what gives any given game its unique flavor is a combination of the underlying mechanics and the language the UI uses to describe them.
Edit: It may seem silly to some of y'all, but I'd have an easier time with an art style I didn't love than I would with a word choice that seemed way out of context. So far, everything I've seen the devs describe that us moderns would call 'tech' is just as legitimately called a 'craft' in older writing (e.g. animal husbanrdy). Regardless of how many or how sophisticated the possible non-magical advances are, I really think it would work better without 'tech' words in the UI, at least given what I know of the back story so far.
Don't worry, GW, I'm completely with you on this one. Wording is incredibly important, but I think that people are talking about 'techs' because.. well.. when you say tech, everyone knows what you're talking about.
I really don't know what you'd call it in an in-character context. But I'm still on the same page.
I came with an idea : how about giving a "flag" to each research like "military, cultural, enhancement, etc.."
Then when you do some actions in game you earn "military" or cultural" or "etc" points that would speed the research of the same flag.
For instance : You're researching "bear cavalry" () each time you win a battle you earn some insight to how handle them. Then you earn some bonus point sin bear cavalary researcdh beacaus eit has the flag "military" and a battle won gives you "military" points.
It works well with long research times. So an aggressive player would speed up it's research.
And why not having several goals at the same time? And you can't really give a priority (meaning your researchers have some limited autonomy) .. unless with your actions. You're researching taming bear and improved roads? If you create a lot of caravans it will be easier to discover better roads.
About the cost of research : why not an exponential cost? The first research cost 10 research points. The second (whatever it may be) cost 20 then 30 then 50 etc... So you would really have to make hard choices : expertize or generalize? Diplomacy would become really interesting. Why researching a simple tech that would take forever if you have ally that has it?
i dont care what they do with the tech tree, as long as its non linear -and an ever expanding tree would be nice(but thats too much to ask)
Well, a greatly expanding tree (that possibly intertwines with other trees to create cross-element techs ) isn't too much. You do need an 'end game' eventually though. So, a seemingly ever expanding tree isn't TOO much, provided it eventually has an end. I mean you could have a case-all end tech that upgrades everything civ4 style (they had 'future tech' that just improves all health and income or something like that.) This could have a 'elemental mastery' or 'even better spell research' tech that makes channeling a particular element cost less or faster or something.
Alternativly it could open the ability to research upgrades on a per-spell basis to get better version. Researching firebolt again to get a new version that costs less and is stronger, for example. So once you complete your tech tree, you start back at the begining again researching the tree over with improved versions, and that could go on endlessly until all spells cost 1 mana crystal and do like a million damage and/or effect every tile on the map.
Could you better define what you mean by 'ever expanding tech tree'? I'm thinking that no matter how hard you research, there's always another tech higher up, but I've been mistaken before.
It has been noted by a Dev already that at some point, the Channelers will have Populous size destructive capabilities. That has to mean that at least the Channelers Trees will have power growth potential, whereas other trees may provide City building growth potentials because as also noted, large Armies, 10K + do not get produced from Farm based economies, but in order to have a 10K + military, it requires a vast and productive Farm based economy be up and running in order to feed, mount and provide animals for caravan services.
And that doesn't include the obvious requirement for Military Production needs as well... it sounds like there could be alot of Trees and perhaps Focus based on 50% of them will provide the best fit to whatever strategy is selected. Whereas, trying to do all things well at he same time could be quasi counter productive.
Which brings up the idea of a De-Construction function, in which resources out layed earlier for some function is now not in such demand, so that said resources could be reduced in order to channel the now liquid finances be channeled in to other more pressing areas.
Ex. I had 30 Farms to support my 10K army. After a bloody battle I now only have 3K soldiers left but upkeep on those same 30 Farms is holding up my immediate need to build more troops, for which I have suddenly have surplus food stuffs, which sadly won't last. do to rotting etc., until my 7K in army losses are replaced. So what I need to do is quickly to reduce my Farm count to 15, and then funnel that new liquid income into producing fresh green troops, ready for arming and Trainging and then slowly bring my Farm requirements back up to speed as required. Like I would have done from the start of the campaign...
Carzy, silly, even understandable?
Its interesting how a tech tree seems to be automatically a part of all strategy games nowadays - even ETW is going to have one. I think that it would be interesting if SD could try something interesting here - maybe an experimental system based on continous levels of abilities etc rather than specific this-then-this techs.
Maybe something like this could be tried out in the beta testing to see if it is feasable, along with a more standard tech-tree version to compare with
The tech development system works well as a mechanism to shift resources into, just like how you can shift resources into scouting by building more scouts, military by building more units, etc. but just done differently. But like you, I agree it'd be sweet to see an improvement over the same old.
Somewhat off-topic, I know, but the above mentions of steampunk have got me all a-ponder. Are there any Steampunk-based games or MMOs out there on the interwebs? I too am something of a fan, but I've never seen or heard of one. Can anyone shed some light?
I don't know if it's exactly what you meant by 'ever expanding', but I don't like limitlessness in tech trees (a la 'future tech 1, 2, 3, n'). Unless you have some really clever procedural generation stuff going on, which is unlikely because that stuff is hard and often flops, it's going to be dull.
I expect (hope, assume?) the tech tree is going to be one of those community moddable bits, so expect some to be neat, clever, well-balanced distillations of strategic choice and some to be so ludicrously bloated you could never play through them. Depending on what sort of game you feel like playing at the time.
I'm hoping for a really, really big tech tree as well, but I think this is going to be a really tough area for stardock to pin down. After all, to take the magic example, the debalancing endgame spells shouldn't only be available in the really huge maps. But if they can be reached in regular sized maps, then what happens on the really big maps? Not really sure how to deal with that issue...
I must say I prefer the "future tech" solution over completely running out of things to research, but I'm hoping for something better in Elemental. It'd be neat if individual technologies could be limitlessly upgraded. That way even if you reach the end of the tech/magic trees you can still continue to specialize. Instead of just researching a generic upgrade you get to continue making strategic decisions about where you want to take your empire, and how. Upgrade costs would need to be balanced so that it'd be prohibitively expensive to research more than the first few levels of something until you're quite far along in the game.
I don't want SD to count on community made additions to tech trees (or anything else). For one, it seems a lot of people are very skeptical of making frequent use of user-made content (myself included), and secondly user-made content won't go through the same scrutiny to make sure it's balanced. Having a good system to encourage user-made content and to allow players to easily access other people's content is a great feature, but the game should be shipped whole and complete, with user-made stuff just bonus material for those who want it.
"Could you better define what you mean by 'ever expanding tech tree'? I'm thinking that no matter how hard you research, there's always another tech higher up, but I've been mistaken before."
what i mean is a tech tree that never ends, the techs could have no limit to how far could go if you make the techs just cycle through and improve old technology. like a mount training upgrade which allows you to train better mounts. well, if their is enough content for new, better mounts, then their could be a never ending "next level" of mount technology to research. this could apply to any principle, and thus require players to contantly research throughout the entirety of the game and never get to an "end game" level of technology where everyone steamrolls.
I think Master of Orion 3 had an ever expanding, generic tech tree. It was confusing and very boring. Not that it couldn't have been implemented well, but it tried to be randomly generated and continuous and by doing so became no fun. I'm not opposed to the idea, just really cautious about how it could be implemented well.
I like the idea of mundane tech but very very limited.
I don't want steampunk, but certainly making better armors and weapons I would like to see improvements. Making magic weapons and armor should require the ability to make decent weapons and armor before they are made magical. (more hybridization between different tech trees = great imo)
I'm actually a little wary of having a tech tree in a fantasy game. (for the mundane forces that is, not for the wizards spellbook)
Naturally, a city having to build "bear stables"/"bear housing improvement to the stables" before being able to build Bear Cavalry is fine. I just don't want to have the same situation as in GalCiv2 where you basically upgrade your entire civilisations weapon capabilty through a sword1/sword2/sword3/etc. mass upgrade.
Having mundane research be a huge part of what makes up your power is fine in sci-fi, but in fantasy it arguably undermines the fantasy feel and definately undermines the relative importance of the channeler/spellcasting. Having to unlock some of your civilisation capabilities before being able to construct them is of course an option too. (maybe your people lost their traditional "bear husbandry" skills during the catastrophy)
I just don't want to see "swordsman with shield" become wholly obsolete to "man with sword 5 and shield 8". I want "swordsman with shield" to still be a viable unit later on, though massively outclassed by "Unholy Bear Riding Fiery Claymore Wielding Doom Paladins".
The swordsman would just be best placed guarding cities etc. away from the front line as using armies of "UBRFCWDPs" for that duty would be prohibitively expensive (and overkill for keeping assorted neutrals away from well fortified cities). They're much better suited to beating up your enemy's "ice spear toting kangaroo riding dread raiders" in the front lines.
I couldn't disagree more. Fantasy is not all about magic. For example, magic doesn't directly play a huge role in most of Lord of the Rings. The solutions to their problems are hardly ever magical, and when magic is used it's mostly subtle. Likewise, George R.R. Martin's A Song of Ice and Fire series hardly involves magic at all, but nonetheless it belongs more in the fantasy genre than in historical fiction. As long as the technologies (or crafts, or whatever you want to call them) are suitable to a fantasy world then I think it'll only add to the fantasy feel. It also makes sense in the context of the backstory - Elemental is a world whose civilizations were utterly destroyed, and only now are the survivors starting to rebuild.
I also don't see how it undermines the importance of the channeler or of spellcasting, unless it's implemented really badly. Spellcasting and tech trees will serve different purposes, although I suspect that they will coincide at times, too. Moreover, we know that by the end of a game we will have access to massive world-altering, game debalancing spells. I don't think any technology will be on the same scope as magic. Likewise, many important actions will require the channeler, even settling new cities. It also looks like magical creatures will be more powerful than most/any of your mundane, technology-equipped soldiers. For example, we've already been told that individual dragons and powerful channelers will be able to wipe out thousands of soldiers all by themselves.
Copper swords pretty much shatter when wielded against an iron or bronze sword, for example. Likewise a poorly constructed iron sword (either because of the shape or quality of the metal) will hold up terribly against a good one. My staple units of the beginning of the game should pretty much stink compared to my staple units towards the end of the game. Even to the point where their only practical use might be in maintaining order inside my cities. Or to overwhelm stronger units with vast numbers of crappy ones.
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