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Navigating the tech tree

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4 years ago
Jun 19, 2020, 11:29:02 AM

I'm enormously interested in everything I've seen of Humanity in the media, can't wait for the game itself.


But all the things I've read & seen concentrate on the mix & match culture choices, the fame mechanic, the combat. I'd really like to know what to expect from the tech tree. Let me explain where I'm coming from.


I've been a long-time Civ fan, but I'm becoming a tiny bit bored with doing the same things over & over, and its the tech tree that's to blame. Even when I'm a despot ruling a stone-age tribe I'm planning ahead, thinking I need to research banking then electricity then the atom bomb - its all predictable because you can read ahead in the tech guide, or because you've played it before & want the same results. In "real" life my stone-age despot wouldn't even know that such a thing as banks might exist, or the benefits to expect from them.


What I'd be interested in seeing is some of the following:

1. Some technologies can't be researched - they have to be unlocked by generating  experience points in a related area - e.g. having lots of coastal fishing boats leads to advances in shipbuilding, which leads to ocean capable ships - or unlocked by a randomly generated "flash of genius" which can't be planned for

2. Perhaps the technologies which have to be unlocked would open up tech mini-trees that can be explored/exploited by directed research, but each mini-tree has to be unlocked as described above

3. Each selectable culture might have different unique techs, or different conditions for unlocking techs, so that every different culture blend gets to plot a different path through the tech tree.


Just a few thoughts... 



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4 years ago
Jun 22, 2020, 8:57:00 PM

What about the way that SMAC did it - blind research - you can choose a focus (e.g. science or military) but not a specific tech?

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4 years ago
Jun 22, 2020, 9:18:51 PM

I had a similar idea here which the devs acknowledged but decided against. I do hope they make research more complex than picking a technology and then just getting it after a certain amount of research has been generated. I think blind research is a decent idea, but the tech tree becomes a problem. If you know what the next techs are you would know what each blind option is or what two or three options it could be. It's really only blind for players who don't look it up, which simply becomes a gimmicky disadvantage to new players who want to experience it authentically. Perhaps you could set a preference for one technology, but it's random which one you actually get.

Updated 4 years ago.
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4 years ago
Jul 4, 2020, 4:04:50 PM

This is all very interesting, I just finished reading the entire manual for Civilation 6, hopefully, I can actually understand the premise of this game - I think Humankind will be very intuitive to understand - I feel I would already pick up humankind much better than civ 6 - Civ 6 is just confusing ?‍♂️ 


I don't understand why in Civ 6 the tech tree seems to progress in the same way every single game, no variation, maybe I am missing something ?‍♂️ 

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4 years ago
Jul 4, 2020, 11:36:41 PM

It's because it is a game. Players expect some amount of consistency and replayability, and it makes it much easier on the developers. Its the same reason why banks generate fixed amounts or percentages of gold.


As others have said, a "blind" tech tree only works once. I was a fan of how "subtechs" or "inventions" were handled in Civ:BE and Victoria 2, and I'd like to see a mod with that sort of design for HK. Personally, I'd also like to see a research system that includes research by private citizens or corporations.

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