ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
The number of techs available is pretty good, but far to straight forward. As of now, all techs are more or less researched by all factions.
The game is realy lacking some kind of specialisation for players.
It would be awsome if you could focus on different weapon types and spaceships that really make a difference and varies greatly from most other. More types of weapons per range would really kick start this aproach.
I will point out that a species will inevitably research the same technology as another because thats just how the universe works, some ideas are good ideas.
As with the different empires there are a number of different unique techs, but due to how they are set out in the code (Very tedious) change the ones already included might not be a good idea.
How ever the inclusion of race specific micro techs (They like unlock 1 thing and such) in between the actual techs (Like the leaves of the tech tree) could be a good space filler.
I would like to toss my 2 cents into this. Did you ever play emperium galactica 2? They had a thing with the tech tree if I remember correctly, where every tech was not always available to each empire. Basically the tech tree was randomized slightly for each faction upon creation of a new game. This made for more dynamic game play.
It works for those games, but that doesn't mean to say it would work for ES.
Games like SOTS have many avenues of technology that can be used in combination to enact a strategy, the ES tech tree doesn't function that way.
The way ES's tree branches out means that 1 missing tech can cascade into the loss of up to 5+ technology's, and could even block of avenues of victory (Like the wonder, or science) and that would suck for the Sophons.
Personally? Add to the tree's, don't divide them up.
Jeah, im right with you when it comes to adding techs. That is in fact what i was actually going for:
Make enough tech avenues available, that researching all will prevent a specialization in any but allow players to focus on key features that suits their tactics. This would make things far more interesting in the long run. ATM its far to easy to simply research all techs and reach the end ones on good order on all branches.
I like the idea of a specialization, but I think you're going about it all wrong. It would have to be something like making it easier to research things from one specific tree (and you could only pick one), and it would have to be a trait, not something added to the tree itself.
However, I also think trait-specific tech is an interesting idea, especially if it only opened up an additional tech to be researched.
I'm not saying don't add. If enough techs were added to create the different paths of research it would be a simple logical A* algorithm to ensure each victory condition is achievable.
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