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Tech Tree Worry - Developers Please Clarify

Tech Tree Worry - Developers Please Clarify

What does 'Streamline' mean?

Hi,

I like everything about the expansion, except for the feature : -

New stream-lined technology tree. The Galactic Civilizations II technology tree gets a make-over to make it more stream-lined and interesting.

What does this mean?

I like a really big, long, slow tech-tree with lots of different technologies. From the comments regarding the announcement on the homepage, several others feel the same.

Removing technologies would be a BAD thing unless they were replaced by an equal number of cooler technologies.

Please can a developer comment?
27,363 views 50 replies
Reply #26 Top
I like the GalCiv2 tech tree just the way it is ...( 2 bc worth)
Reply #27 Top
If I read corrrectly, they are not removing anything. There are simply colapsing the weapons techs so that the tech tree looks cleaner.
Reply #28 Top
There are simply colapsing the weapons techs so that the tech tree looks cleaner.


Oh yeah a collapsing tech tree would be awesome.
Reply #29 Top
That would be great if they improved the presentation of the tech tree. That's always been something difficult to browse, my 2 bc.

Reply #30 Top
Why would it matter if you liked it or not if you wanted the old one back just copy it from the regular to the xpack
Reply #31 Top
I am hoping for branch interaction on the tech tree, so for example once you have researched lasers and point defence, you could research 'laser point defence' or something like that.
Reply #32 Top
I would love to see point defense, however I don't see why it would be in the game. There are no actual fighters. I do hope that some of the weapon mods do make it in there in some fashion or another.
Reply #33 Top
I am hoping for branch interaction on the tech tree, so for example once you have researched lasers and point defence, you could research 'laser point defence' or something like that.


The engine can support techs having multiple prerequisite techs already... but it can't display them properly. So... it's a possiblity, but I doubt it.

The Linear tech tree is nice because you don't have to worry about remembering which tech requires which other techs, etc.
Reply #34 Top
Plus then it stays a 'tree' and not a 'web'...though that would be cool to see sometime....Multi-branching-interconnecting-tech-webby-thinger....
Reply #35 Top
Wouldn't it be nice to get some bias in the tech development for every race.
i.e.: If a race spends a lot of time researching a specific weapon tech then that line of the tech tree becomse cheaper because of the affinity that race has with that topic, and other topics become more expensive.

This means that it becomes beneficial to really focus on a certain play style, and development policy.
Reply #36 Top
Plus then it stays a 'tree' and not a 'web'...though that would be cool to see sometime....Multi-branching-interconnecting-tech-webby-thinger....


Check out the GalCiv 1 tech tree - it is more of a web....
Reply #37 Top
I'd also love to be able to research 2 or 3 technologies.

Per example, why not be able to make one research type per plane as an option.

example:
I got 10 planets
Default: 10 planets on Tech I
Option: 7 planets ont default, 3 on Tech II
The weeks spent on each would get adapted, for sure. But It's not strange to consider different planets working on different projects if you think of it ....
Well, maybe I'm not the good topic
Reply #38 Top

I've agree with lonewolfs idea

There needs to be more divercity with weapons and not just laser I, laser II, laser III and the needs to be more divercity on goverments.

Reply #39 Top
Wouldn't it be nice to get some bias in the tech development for every race.
i.e.: If a race spends a lot of time researching a specific weapon tech then that line of the tech tree becomse cheaper because of the affinity that race has with that topic, and other topics become more expensive.

This means that it becomes beneficial to really focus on a certain play style, and development policy.


That is a really good idea and it goes along with the concept that's already in DA of making the races more unique.
Reply #40 Top
The main issue with the tech tree is way it's presented:

Laser I, Laser II, Laser III, Laser IV, etc.
It's just uninspired looking and a pain to navigate.


Navigation isn't too much of a pain, really, except that we can't see more than half a screen's worth of it and we can't zoom it or increase the presentation area. To me, that would seem a minor thing.

As for the progression, yeah, its cumbersome, but to be honest, that's kinda how generational technological progression works. Take CPUs, they went from a few megahertz to a hundred megahertz over the course of a decade and a half, then only towards the late 90s shot up into the gigahertz range, and now have plateaued again with no real major jumps in processing cycles, but more efficient use of them.

The number of steps from one tier of a branch to the next and the amount of research needed to fill each box might be adjusted, but I really can't say the system as it is now is really bad.

To me, especially the weapons development trees, go entirely too fast towards the end. From Lasers to Disruptors, the rate of progression is fine (both in terms of size, cost, and damage increases), but beyond Disruptors III, the power curve on beam weapons is pretty vertical for the last three techs. The railguns and missiles likewise, those last techs just give out way too much power.

Honestly, I think y'all did a kick ass job between GC1 and GC2 filtering out the filler techs that were just speed bumps, and producing an indepth tree that went from about 40% filler (all those 4D and creation techs) to less than 10%.
Reply #41 Top
I am just curious if a dev could hop in and give us an idea of what 'streamlining' is going to entail. We seem to have a few different meanings for it, and it would be nice to see where you guys are standing on this.

Also, I would also like to know if there is going to be any modifiers for weapons. I know you guys haven't said much, if anything, about them...so I am not sitting on the edge of my seat. But it seems that, in general, there is support for it.

Just wanted to ask.
Reply #42 Top
Streamlining would simply be a condensing of the tech tree so the tree looks nicer. No techs will be removed, just multiple techs - specifically weapons and defense techs - will be grouped togeather.
Reply #43 Top
I like lonewolfs Moo2 kinda tech tree too.

And Iam hoping these Research Screen improvements contain a Zooming ability for the actual screen. But then again , the need for zoom at the moment partially comes from bad way of presenting the research tree. Best of luck to SD in developping the Research Screen to being better
Reply #44 Top
I gotta say...that while I like my idea for weapon techs, it is nice that this game doesn't copy or borrow a lot from the MoO series. And I mean that for things that aren't universal for this type of game (IE starbases).
Reply #45 Top
Fogboy, perhaps in future news posts you could refer to this improvement as 'streamlining presentation of the tech tree' instead of 'streamlining the tech tree' to get rid of some of the confusion.

Anyhow, the tech tree is a pretty disappointing aspect of the game. While it doesn’t seem all that bad right now, it's not going to age well. Compared to a MoO or Space Empires tech tree it's actually pretty small, and the very linear progression of the tree makes the game pretty predictable. The more you play the game the more repetitive and less fun it's going to become. MoO1 is, IMHO, a far superior game to Galciv, but because I've played it for over a decade I currently get a lot more fun out of Galciv than I do MoO. Galciv will age much quicker than MoO1 though, and if (for arguments sake) no new Galciv comes out, I will eventually change back to MoO1.

IMO, the best option would be to do a complete overhaul of the tech tree into something fashioned after MoO1, but with a lot more random elements. Unfortunately this approach would have far reaching implications which would change core game play to the point were Galciv resembled MoO more than Galciv. I don't think that being more MoO-like is really a bad thing (in fact, I would go as far as to say that in a lot of ways, the more Galciv comes to resemble MoO1, the better the game will become) but it would kind of suck for Galciv to lose it's identity and become another ‘MoO clone’.

A more conservative approach would be to keep the ultra linear approach that Galciv takes, but to include some significant random elements. For example, say that you have 150 different techs, but only 75 are available in your tech tree each game. Your opponents would, of course, have different tech trees and trade and espionage would become crucial. Under this system the more techs that are available the better. If you had, say, 1000 techs, and you only got 75 of those in each tech tree you would significantly boost replayability. A highly theoretical million techs would probably make the game infinitely replayable. The great thing about random tech elements is that you can add a few more with each patch.

Branches only available to specific races would also add some needed flair to the tech structure.
Reply #46 Top
while that would add in replayability, coming up with that many more techs would be a big headache, not to mention a sensless filler. What would the techs be? Super Laser? Also, trying to recode the AI for that would be murder, I would assume. While it is not a scripted AI, trying to give it the ability to 'know' which techs it needs when there are only 75 out of even 200 seems like it would be impossible.

I would be more a fan of adding in some extra techs at the end....again more like MoO2. Maybe have a weapons one that drops the cost by 1% each time, same with weapons, and then the hull one adds 1% space. Otherwise, if you have turned tech victory off, you need to go through and ditch every single research facility you own. And if it is a large\gigantic galaxy.....you are gonna be at it for some time. The bonus for this extra researh don't need to be large or cheap. It just seems a waste to have all of your research apparatus go down the shitter because there is nothing left to research.
Reply #47 Top
while that would add in replayability, coming up with that many more techs would be a big headache, not to mention a sensless filler. What would the techs be? Super Laser? Also, trying to recode the AI for that would be murder, I would assume. While it is not a scripted AI, trying to give it the ability to 'know' which techs it needs when there are only 75 out of even 200 seems like it would be impossible.


75 out of 200 is just an example. Even a system with 20 random techs and 75 static techs would add a lot more diversity. AI coding wouldn't be as hard as you think. MoO 1 already randomized the techs that were available to you for research, and that was over a decade ago.
Reply #48 Top
But the big difference is that that idea of random techs was built into the game from the start. This would require recoding not only parts of the game, but also the AI since it is not in the game as of now.
Reply #49 Top
That's kind of a weird argument. What kind of gameplay improvement (besides strictly interface improvements) *isn't* going to require changes to the AI code?
Reply #50 Top
Changes to the AI are one thing. Different cost of a tech, improving\lowering morale buildings, etc. Those don't require a drastic change to the AI. Changing what would be the entire tech tree each game? That is a little bigger step.

I admit, it could be fun. I just don't see it as a feasable option for this game.