Suggestions on how research should be

It doesn't make sense for the entire science community to work on only one project at a time -> multiple research projects in different schools like the original one should be possible.
All the items in the research projects should lead to some of tangible improvement shown when choosing so that we can assess which one to choose.
Last but not least, at any one play not all the research tree should be available e.g. laser I and II but not III else there will always be one optimal research path for each game
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Reply #2 Top
Good point, it's always pretty linear in Strategy games. Civilizations, Total War, GalCv, etc all seem to have the same tech tree theory. It's pretty inevitible, but from what I've heard about galciv 2, it's less of a problem.

But I do like your idea about doing several different research projects at once. It's more realistic. There could be a seperate slider to determine how much of the overal research spending goes into the different research projects. And maybe the government could hire independent research corporations to 'subsidize' the cost and time burden of research. Also, the Gov could BUY techs created by independent companies.

An example of this in real life would be the Independent Space Race competition that was recently held. If such a thing were to happen in GalCiv 2, you could offer to buy the winning ship and use it to improve the Gov's existing ships. This could be incorporated into the game and give research a whole new dimension. (But maybe it could only be allowed in Capatilist/Republic nations, and a different form of added research could apply to Communist or Dictoral nations)
Reply #3 Top
Well, I have a small question for you: do you find useful to split sliders between military, social and research at the beginning of a game? Or do you prefre to go 100% for few turns and swap sliders depending on what is needed?

More reserch sliders would be more useful when you produce lots of research due to rounding effects: you don'treally want to split 10 research BC among 7 researchs.
Reply #4 Top
I agree something should be done to prevent rounding effects from making you lose money. At least the money not spent should be returned to treasury. A good option would be a technologic queue similar to the build queue on planets.
Reply #5 Top
It's almost always better to spend everything on one tech than spend on several in all games that let one split their spendings. Even if splitting had a benefit (for instance splitting lets you find 2 techs in 5 turns whereas 100% would give one in 3 and the second in 6) it's usually not big enough to compensate the benefits from the early tech itself.
Reply #6 Top
There's always the possibility that you have to pick say 3 areas. I think that could work out pretty well.