I really hate it. To the point I don't want to play the game anymore, its a game breaker. In all strategy games I focus on research and in GC3 my custom human race their first priority is to research, its part of my strategy. Playing with "specializations" sucks... I exited the game immediately I can't stand this...
Looking in the xml files seems to be a nightmare to disable them someone needs to spend hours and hours to make a mod for tech to work properly.
Stardock, Frogboy and anyone there, please give us back the full tech tree I'm sure most players will agree with me. Tech tree has been shortened so much and cut lots of good stuff in the game.
At least make it an option when we start a game we choose free or specialized. Don't force this terrible limitation..
Personally this made me to stop playing the game I will not play untill this is fixed or there is a mod which seems very complex someone needs to rewrite the entire tech trees for all races!
I was so anxious to play the Beta 6 but not like this.. game breaker!
The tears in this thread are hilarious.
I for one really like the specializations, even if they need some tweaking & balancing.
I can appreciate dev's idea about choice, but it was implemented somewhat 'crudely' in my opinion.
Forcing people to make exclusive choice usually means bad experience. To mend this, I suggest two of three specialisation techs can be researched at an steeply increasing cost. For example, one can research miniature for beam weapon at normal cost, and can choose to research cost ruduction, whose cost is roughly on par with next generation of beam weapon.
It is logical that a small and powerful beam cost much more than a small beam. It is also logical that a small beam can also be powerful or relatively easier to make.
There are other ways of forcing a player to take a single specialization route. It can take a looong research path before the specialization is really useful, which would keep a player on a single research - or have none of them of any use.
I like it that the trees are specialised!
Also, if they're supposed to be a choice made at the exclusion of the others, there shouldn't be a back door into obtaining the other choices by trading with the neighbors. Especially for the technologies where there's actually some degree of sense to the choices being mutually exclusive.
Alternatively, take them out of the tech tree and make them an ideological choice that pops up when the techs that currently lead to the specializations have been triggered. At the minimum, an ideological choice is where the choice of political parties belongs; invasion tactics probably belong there as well, unless the techs are changed so as to make the tech boost a certain invasion tactic rather than unlock it.
(For that matter, I really don't understand why it is that it's just fine and dandy for every ideology to be accessible if enough effort is put into generating ideology points, but heaven forbid you do something like develop technologies that are not sensibly mutually exclusive.)
I don't mind specialization in concept, but I strongly dislike the implementation. {(trade for other bonuses) or (don't bother)} is not a superior or more meaningful choice to {(delay other research to get bonuses) or (trade for other bonuses) or (don't bother)}.
I think another way to deal with A: Being able to trade techs and B: Making you realize the consequence for choosing your particular specialization could be implemented if not at Launch then when Espionage is emplemented (ie DLC or Expansion, whenever it's in Stardock's calander to bring in) and the AI's negotiating/trading skills are enhanced.
With Spies/Traitors etc etc to inform them the AI Race will know very well that you've chosen to go for Specialization A over B and C and when it comes to you trading something for Specialization B (which the AI Race has) the negotation will be like:
AI: Well...You want that. Okay, um, I think you're a dumbass for not researching that your lazyass stupid self and resent you assuming my scientists wouldn't mind doing the work for you, so that's going to cost. Um...Lemme see here....deedeedodahdoo.. Oh, yeah baby! Zargon IV? You know, that 18 level planet you have? You can have Secialization B for that. What, not interested? Okay, negotiation's over, g'bye!
Which goes with the general idea some have on here that the other specializations should still be available but be hideously expensive but also sticks with the concept of being able to trade techs. Obviously if you've chosen not to Trade Techs then tough titty said the kitty.
And if you've chosen not to Trade Techs you could still - but it would be a lot more random - be offered a missing Specialization from a group who've stolen that tech from a Race but, again, at a tough, tough price.
Limiting specializations is pretty dumb.
People are saying they they introduce decisions and tradeoffs to the game which are needed for a good strategy game.
Except they don't. In fact, the potential tradeoffs involved in picking techs were actually GREATER before this change. Previously you had the option of focusing really hard in a small number of tech lines at the expense of others. Now everyone is forced to be average across many tech lines.
For example, previously I could choose to get all hyperdrive specialisztions and have really fast ships without making all the engine components involved becoming too expensive or using too much hull space. The tradeoff was that I wouldn't have much research left over for weapons or other tech. Or I could choose to focus on weapons, or I could spread my efforts and be a jack of all trades.
Now we are basically forced into the jack of all trades approach. We have been given relatively unimportant choices to make WITHIN tech lines, but no longer get to make far more significant tradeoffs BETWEEN tech lines.
Also its just seems really dumb that you can't research multiple specializations, but the game still lets you trade for the locked out techs. This has even led to me to engage in silly behavior in which I wait to see what the AI researches so I can then research something different before trading with the AI. Either is possible to make things both smaller, better, and cheaper or it isn't. Make of your minds Stardock.
Mrblondini, there is a difference to having you suggestions/complaints/issues listened to and considered and giving every founder complete control over game design which is what you want; That is (a) impossible since we don’t all agree on issues such as the one being discussed here and ( it would make the game an incomprehensible mess of clashing ideas.
There is a big difference between considering what the founders think and letting the founders dictate development of the game.
An example of a Founders suggestion implemented founders where I believe responsible for the idea of having ship yards separate from planets, which was a really good idea by the way.
There are a LOT of technologies in this game. I've never been able to get through more than half of them in one game. Although, others like to play really long games, so I suppose it's possible to get them all. With so many techs, I have to make choices anyway.
+1 for having specializations. +1 for meaningful choices (they make for good games)
+1 for being able to trade specializations. Might not be 100% real-world, but it's a fun mechanic.
+1 for the developer being allowed to make the game the way they like it in the end, after getting feedback from everyone
+1 for a racial trait that allows researching multiple specializations. (choosing this trait is also a meaningful choice)
+1 for the chance later on in the tech tree to research a different specialization. Consider how you currently have the choice in real life between buying a good product or a cheap product, but not both (generally). However, in 10 years, you can get products that are cheaper and better than the ones you get now. It's a long-term thing.
+1 for being able to mod the game so you can play with no specializations or strict specializations, but I like the game the way it is now (meaningful choice and also being able to trade for multiple specializations)
Choosing one path in one game means I get to choose another path in the next game, which means my games turn out differently and I can play lots of different games for a long time.
The only way everyone can have exactly the game they want is to have infinite modding. Hopefully we'll see those most passionate about it making some mods to keep people happy.
+1 for being happy
To say the Developers do not listen to us is absolutely false.
I had rallied for several Betas to get items in game that used strategic resources early on.
Now we have those items (sensors, Shields, proto-weapons) all of which are turning point items and encourage resource rushing and mining. This change fundamentally changes the way you play as you must make a choice to rush that colony or that constructor to get the resource.
As hot as this topic is, I will say it is Star Docks game. It is their vision. They ALWAYS intended the Specializations to be locked out from the beginning. I find it improves my game but that is my opinion. Ultimately the lock out on specializations will stay and as such there will be mods by our community that will change it. This is what will make our game the best 4x game to date. The ability to play one way and if unhappy to plug on a mod and {fundamentally change} your game to your tastes.
The way you make it sound is that it will take years to research into 3 specializations and that you have to sacrifice alot of other research in order to get them. I have no idea what kind of minimalistic game you play but in a most games that are well-developed and have sufficient planet-count it will take you no more than 2 turns - because the empire wide researchoutput let you have any tech by just a single turn.
Besides, the possibility of trading for missing techs was actually more severe before the specialization - because all AI were able to research all of them (without locking themselves out once one tech was gathered or traded for), so the chance that this can happen has been reduced to 33%.
Although I agree that these techs should be made untradeable (should be easy to do, also for modders) in order to create a true specialization.
Your text is evidence of why it is a bad to be able to combine all 3 specializations. Superfast ships are overpowered and an unfair player-only advantage in that [a] the AI doesn't use this [b] in conjunction with Sensorships give you a large tactical advantage in a war: if your fleets/ships are weaker you can avoid any combat by zipping around the AI fleets or retreating into your space until the AI looses its range and has to unlock its target. We had this in GC2:DL before and it was good that it was taken out of the game. Also, you will also be able to dive deep into hostile territory and shoot down unarmed stuff, if you are never caught you can totally neglect all defensive play. And for sure all combat will always be initiated by you; another large player-only advantage.
It doesn't make sense to me. We don't have shield technology today, but you can bet major countries are researching better armor and better point style defenses. Same with weapons, all three types are being researched. I could see specialization being used to make research along one line quicker and maybe cheaper, but the other lines should be available. If someone wants to spend time being a generalist, he/she will have to deal with the specialist that develops the super duper long ranged, pin-pointed high intensity multi-terabyte laser that melts all that it touches.
I mean, seriously, if countries can follow multiple lines of research, why wouldn't a united race with multiple planets be able to do that? SD is making an unnecessary improvement where none is needed.
The AI does trade technology and does go for multiple specializations, why if given the chance to research multiple specializations can't it? Also I have seen the AI use a sensorship I designed in 6.1 so they are capable of using sensorships. Finally sensorships are a strategic advantage not a tactical one. strategy is in this context where you fight and tactics are how you fight, the extent of tactical decisions in this game are which ships to bring to battle and fine control of the economy.
I have not seen a 4X game that simulates putting research into all available categories at once, which is more like the real life nature of things. It does not sound like practical game design. I don't understand how you would be making tech tree choices. Can you give an example of someone making that work?
I love specialization. much better than just getting everything. Trading or stealing the missing techs is a nice addition. Can you steal techs when you invade planets?
Horizon does, I'm not really a fan of their tree but it is more realistic. Basically your research is pooled and you can focus on 1 area and 1 specific tech within each area at a time. It does have the nice effect of sometimes you get techs at the same time or clustered together but I believe focusing on 1 thing at a time is more efficient for game mechanics.
I hate that you can do this. It was discussed in another thread. I think you should have to focus on one.
he can, but he is inept to utilize it the same way a player could. he is simply not coded smart enough.
what do you mean with "use" specifically? he probably build your design but treated that ship just like his other ships...
or did he treat it as real sensorship and position it at the boarder of his FOW, and if this didn't cover his borders completely did he create additional sensorships and position them adjacent to the other sensorships so that their sight do align (but not overlap). did he check beforeahead how fast enemy fleets are and give this design sufficient speed so they can make a successful runaway?
did he put sensorship ontop of his warfleets to accompany them on a crusade - but the actual fleet would be maxed out with warships only? did he then let that sensorship fall back prior to battle to not jeopardize it?
these are just a few examples out of many how a player can use specialized ships, and I've never seen the AI to do so. If you did, please documentate it.
I suppose you could set it up so each planet researches one technology, or that multiple planets could pool tech the way they build ships. You could put your labs in space the same way as shipyards.
But that would be micromanagement hell. I like it the way it is.
what do you mean with "use" specifically? he probably build your design but treated that ship just like his other ships...or did he treat it as real sensorship and position it at the boarder of his FOW, and if this didn't cover his borders completely did he create additional sensorships and position them adjacent to the other sensorships so that their sight do align (but not overlap). did he check beforeahead how fast enemy fleets are and give this design sufficient speed so they can make a successful runaway?did he put sensorship ontop of his warfleets to accompany them on a crusade - but the actual fleet would be maxed out with warships only? did he then let that sensorship fall back prior to battle to not jeopardize it?these are just a few examples out of many how a player can use specialized ships, and I've never seen the AI to do so. If you did, please documentate it.
It was in a soak and I was working something else so I didn't watch too closely. It wasn't really that impressive other than deciding to build it in the first place. So in the first 10 turns or so the AI built a sensor ship and used it to explore the area around it. Unfortunately a pirate bee lined for it and the AI didn't avoid it. I didn't see the actual battle but it was sweeping around the AI's home system then about a minute later it was gone and the fog had returned so I'm assuming the pirate got him and if I remember correctly the AI had used pretty much all of its starting cash so it didn't upgrade it to a colony ship or constructor. I stopped the soak about an hour later to check on something else and the AI had not built another sensor ship since the first one but it also hadn't dealt with the pirates and was still sending colony ships and constructors into pirate infested areas.
Uh..The original 4X game, Master of Orion, researched everything at once - and everything down the tree of one tech discipline improved (miniaturized or made cheaper) the preceding technologies. You could set weightings for each discipline, to advance one area faster at the cost of others, as well.
In any case, I'm also throwing my hat in the ring for hating the exclusive specializations. I stopped playing because of this, since I prefer to play the tech game and come up from behind, later on.
One tech at a time is fine, but seriously - let us pick. If one wants to spend their research time specializing everything, rather than advancing to the latest and greatest, its one's own strategic choice, and it can lead to VASTLY different outcomes. For those of you who like the specilizations, how about a little self control? Just because it's there doesn't mean you have to research it.
Or how about this alternative:Do it the way Master of Orion 2 did it. In general, you can only research one specialization. However, for those who play the technology game, have a racial pick that costs a couple of points that allows you to be exempt from the one-specialization-per-tech rule. In Master of Orion 2, this pick was called "Creative" and it cost 6 out of your 10 points, I believe, because it was pretty major.
I like the choice but I noticed you can't research one of them if you get one via trade.
Going to have to agree with the OP.Hate. Hate. Hate specializations.Particularly since they are so far from created equal, it is to laugh.I didn't play Gal Civ II, I hate Steam. Handle it.I came from Gal Civ I, which I loved so much, I backed Gal Civ III, in spite of Steam, which I hate.Gal Civ I feels like an endless field of techs to run through, each connected to the last.Gal Civ III feels like a narrow corridor you're being herded down at top speed, because the cow ahead of you is going to get there "first".The "fun" has gone poof, and the computer gets everything handed to them on a silver platter.Instead, I'm gritting my teeth and waiting for certain techs, so I can "get on with it".Not-fun.
drakkos137 you have a real hatred thing going on in your life don'the you, hate steam, hate specialisations. Is there anything you just slightly dislike or are sort of OK with?
Really if this was star wars you'd have a real sith Lord thing going on with all the hate. Don't really think we have to deal with it though all the hating is more your issue to be fair than ours.
They are specialization trees, not generalisation trees! You have to make choices! What's next, being able to be benevolent, pragmatic and malevolent at the same time with all the bonuses?
I hate that you can do this. It was discussed in another thread. I think you should have to focus on one.[/quote]
Yeah, i hate it too - I think that the solution is once you start off on one 'path' such as pragmatic, then the points required to pick something from the other paths should increase significantly. There has to be a cost for making choices that goes against your civilisation's basic ideology. Same for the specialisations - you pick one, the cost of researching the other specialisations goes up sigificantly.
The orginal MOO - you had total research points, and you could allocate points to each research catagory, so you could dump everything in to something like engines at the start, then go 'balanced' for a while, then race up the weapons tree etc. Simple and elegant.
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