SuicidalSnowman wrote:OK, read the first post.
So I understand that the Tech Tree will be branching, as you have described. I think it is important that if you head down on path, that you can't skip over to the next path. In other words, you can't get advanced territories and then move straight to advanced continents without getting basic continents.
First I thougt about making it branching. But there is a big issue with that approach. As you see, we have to fit everything in a limited space. And it doesn't look like there is room to fit the tree representation. So now I am heading more towards a more open approach, in which you can research all the basic technologies in any order and you need to have the corresponding basic technology to research the advanced one.
SuicidalSnowman wrote:I also think the final research (atom bomb maybe?) should require you to go down several research paths, but itself have fewer neutrals to win. I don't know if the XML or game engine supports this though.
It would be very nice if we could make all the other technologies requisite for the winning technology (I also like atomic bomb as the name for this tech) but I am afraid that with the current XML is not possible
so the way to prevent players from researching it too soon is placing a lot of neutrals (we will call it "research cost"
) in the tech to ensure that only a player with a healthy economy can research it.
SuicidalSnowman wrote:***EDIT I see you got this one in there! Think its a great idea***Another idea of research path: Elementary Science and Secondary Science: Provides additional funding to elementary school (unviersity for second level) science programs, resulting in more scientists and faster research. Provides an auto-deploy on your science path, making research objectives faster.
Yes, I got the idea. But I had a very ugly name for that tech. I called it "Research boost". I like your name a lot more! So if that's ok for you, I will call the technology "University" from now on
SuicidalSnowman wrote:I don't know if you have solved this one yet, but an idea:
The starting point (palace, I believe) should connect to YOUR science path. This would make assassin games feasible, once you take an opponents starting point, you can kill off their armies on their science path ONLY. Make it a one way border to prevent scientists from joining the regular army. This also means that someone could try to go "science only" and divert all troops to the science path.
Thanks for pointing that possible problem with assassin games. We thougt about that problem. Our solution was to create the "spy/saboteur" technology. This technology allows to bombard each other players research territories. Personally I prefer not to place a border between a palace and a lab because then players could research the same technology several times and get the effects also several times. This is not how the map is supposed to work. Also, having a territory (the lab) that can only belong to one single player allows to introduce concepts like cultural unrest, in which a player gets less reinforcements from foreign lands until he researchs "Cultural acceptance".
I think this is an awesome idea. I will be following closely, and if you need anyone to play test this map, I would be more than willing to donate my points to try it out.
Thanks again for your comments. They are really helpful! Right now we are trying to define the impassables in the map. If you have any idea about it, it will be very welcome
Thanks so much.