Idea: Randomized research trees...but probably not the way you're thinking

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LennartGS

Managing / Game Director @ Triumph
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Fun discussion :) Research went through a few iterations in pre-production, leading to similarly heated arguments. At one point we made a promising randomized tech tree in which techs were distributed on a circular hex grid, were techs branched out into 360 degrees, with each pie share covering an tech area (units, ops, economy, etc); there was exploration (could ony see number of hexes far) and there were bridges between branches and wild card hexes. These provided research eureka bombs buffing nearby hexes and the generation of tech tree teleports. Some great stuff, but not great enough to offset the disadvantages:

It was too unpredictable; with economic development and unit unlocks being a big thing you could get screwed quite easily. And an individual tech appearing on ring 2, 3 or even 4 made a massive impact.
Also as the techs fanned out from the center there was too little space at the start and too much space towards the end of the tree.
The tech hexes couldn't display names + sub techs well.
Finally tech connections often made no sense - for people sensitive to that.

Fun experiment. :)

We're happy with the research system we have now; it's a bit structured and traditional but does handle the techs paths from multiple sources well.
As for randomization - we are keen on adding some light form of randomization; with boosts from research pickups being the strongest contender (not sure if we'll have time for this before release). This fits with the the premise that most research in the game is about rediscovering lost empire knowledge too.
 

LennartGS

Managing / Game Director @ Triumph
Paradox Staff
16 Badges
Jun 12, 2018
369
747
  • Crusader Kings II
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
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  • Magicka
  • Naval War: Arctic Circle
  • Sword of the Stars II
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • Stellaris
  • Stellaris: Galaxy Edition
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Yeah, some time ago I thought about a way to implement a research wheel too. :D

Looks neat!! The hexes are a bit different as it would generate paths in the wheel. We ran into an issue with expansion and symmetry of the tree too; like it forced us to stuck to certain # of skills. (this was even more of a problem when inverting the path - progressing from outer ring to the center.
It's nice that we all agree about SOMEthing - although what we do NOT agree about is "that there is already enough randomness in the game", because it's not randomnes I'm interested in, it's the "tech tree", and what I'm interested in specifially, is that I do not want to research the same things in the same order when I play the same leader.

Post release we could look into a blind research option if there is enough demand. Should be not be too difficult generate a small list of available tech choices for research with progressively higher tiers added to the mix.