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?
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?
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