• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

MistroPain

Second Lieutenant
18 Badges
Sep 2, 2010
118
171
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: Way of Life
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • BATTLETECH
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Synthetic Dawn
I am loving the concept behind the research 'deck of cards' system. Its ability to make you think about your situation and force an opportunity cost is there but I personally feel its not heavy enough.
In its current state techs do no truly differentiate one playthrough from another, unless you get bad RNG where a critical tech just never shows up (which happens rarely). Many techs are usually no brainers.

So I propose an expanded system where each researched tech gives one of three options players may choose where the other two options are permanently lost. The result should be a system where every tech (barring repeatables) adds an extra layer to change up the game. To not be annoying with pop ups, these choices would appear in the Situation Log.


Examples 1:
Administrative AI: +5% Research Speed + one of the following appears in situation log
Survey-Assistance: +5% Anomaly Research Speed.
Backlog Enquiries Solved: +60 Physics Research.
Capital Investment: +1 Phys for Capital.

Decision making process example -
I have a meticulous science officer (more frequent anomalies): go for Survey-Assistance.
Oh my neighbours have a tech advantage over me: Go for Backlog Enquiries Solved.
I am achieving a decent science bonus from empire modifiers: Go for Capital Investment (5 years equivalent to Backlog, not including the modifiers, after which you benefit).


Example 2:
Genome Mapping: +10% Food & +10 Years Leader Lifespan + one of the following appears in sit log
Mapping Warrior Genes: Admirals + Generals receive +5% XP.
Mapping Leader Genes: Governers receive +6% XP.
Mapping Scientist Genes: Scientists receive +4% XP.

Decision making process example -
Boxed in by empires who dislike me: MWG to ensure the best possible fleet bonuses.
Plenty of space to expand: MSG to ensure the best science ship bonuses possible.
Not a very happy society: MLG to ensure leaders level up for the leader-happiness-bonus.


Example 3:
Xenology: Reveals Xeno Pets + one of the following appears in sit log
Xeno Zoo: Gain access to Xeno Zoo building.
Taxidermy: Gain access to the Taxidermist building.
Military Pens: Gain access to a Military-Pen building allowing War Animals Attachment.

Decision making process example -
Firstly it's stupid that a tech reveals a resource and another the relevant building for a lackluster building set, so this could be a way of solving that.
Playing a xenophile society: Xeno Zoo.
Playing a xenophobic society: Taxidermy.
Haven't received any army-techs and need a decent attachment for assault armies: Military Pens.






What ideas do you guys have?
 
Last edited:
  • 14
  • 1
Reactions:
Upvote 0

MistroPain

Second Lieutenant
18 Badges
Sep 2, 2010
118
171
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: Way of Life
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • BATTLETECH
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Synthetic Dawn
Yeah should have pointed out thats where I got the idea from :p
MoO does it well, GalCiv is OKAY when it comes to this style of research (too bad you can just trade the techs you don't have anyway, so you can end up with all three choices), and I think Stellaris may benefit from it as well. Maybe not with all techs, but some of the underwhelming ones like the Xeno Pets and Xeno Zoos (seriously why are they seperate techs, the building isn't even worth wasting a tile on).
 
  • 1
Reactions:

BrokenSky

Field Marshal
88 Badges
May 1, 2015
4.393
5.727
  • Knights of Pen and Paper 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Crusader Kings II
  • Warlock 2: Wrath of the Nagas
  • Europa Universalis IV: Pre-order
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - After Dark
  • Warlock 2: The Exiled
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Rights of Man
  • Stellaris - Path to Destruction bundle
  • Europa Universalis III
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III Complete
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Call to arms event
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Conclave
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Way of Life
  • Europa Universalis III Complete
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: No Step Back
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
This looks like a really good way to introduce choice and personalisation. Perhaps certain techs later on might have additional or replacement options (compared to the defualt choices for that tech) based on earlier tech option choices, as well as on ethics, for example:
Quantum theory (unlocks level 1 physics lab upgrade) +
* Unification of forces (+physics research)
* Philosophical Implications (+society research) [Blocked to materialist, spiritualist]
* Apply this to our weapons research (+energy weapon damage)
* Quantum Theology [spiritualist only] (++society research speed)
* Did't we know that 200 years ago? (+influence, +smugness) [materialist only]

Then at space time theory, if you took the materialist "Didn't we know that 200 years ago?" option you also have the option:
"A child could have told you that! That's it I'm replacing the lot of you." (+1 extra physics from level 3 and +2 from level 4 physics labs permanently).

(Yes this is a bit of a jibe at the names/descriptions on some of the tech :p the technical point still stands)
 
  • 2
Reactions:

MistroPain

Second Lieutenant
18 Badges
Sep 2, 2010
118
171
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: Way of Life
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • BATTLETECH
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Synthetic Dawn
I love the 'Didn't we research that 300 years ago!' idea, thats great thinking ;) The idea of a long-term hidden benefit is also great. Would go well with the recent dev-diary regarding the addition of mid-game colony events, where your earlier tech-decisions could trigger some mid-game unexpected events (if it's too good to be true, well the mid game will prove it was).
 

MistroPain

Second Lieutenant
18 Badges
Sep 2, 2010
118
171
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: Way of Life
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • BATTLETECH
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Synthetic Dawn
This reminds me of Civ: BE's quest modules for buildings, where everyone rushed the autoplant for its OP +1 trade route. +1 trade route to you, OP.

Yuck thought I'd forgotten about that game :p
Hopefully, as all non-repeatable techs would feature these decisions, no super obvious choice would present itself and we won't get that OP decision.
 
  • 1
Reactions: