Can we have a tech tree that is roughly half as big?
Right now the tech tree is a pile of single-application nodes. We have a technology called Foo, that lets you build a Foo. And repeat.
Sometimes we have a chain of technologies. These are often Foo1 through Foo5 or similar, sometimes with colourful names, but they are direct upgrades and dependent on each other.
On top of this we have the "tier" system, where you aren't given access to a given tier of tech (by random draw) unless you have enough of the previous tier. Finally, we have the technological weight system, which changes the chance you "draw" a given technology.
What I want is this:
1. Almost every technology needs to do at least 2 things. No more "hyper shields" as a technology; some breakthrough should both improve the shields on space ships *and* have some other impact on our empire. If it is "hyper shields" as a ship component, discovering it should have some non-military impact as well.
2. This also means we not quite double technology costs, as there are half as many to earn. I say not quite, because optimal play already had us skipping a huge chunk of "useless" tech; with less than 2x cost you can keep the "bleeding edge" just as good, because you'll often mix a "good" tech with a "not so good" tech.
3. More tech connections. These should be documented in-game: "Required for X" and "Requires Y". Ie, you can't make Neutronium without Plasma Accelleration.
4. Fewer copy-paste techs. "Oh look, another +5% hab on an identical tech with a higher cost and different name, zzz".
Right now the tech tree is a pile of single-application nodes. We have a technology called Foo, that lets you build a Foo. And repeat.
Sometimes we have a chain of technologies. These are often Foo1 through Foo5 or similar, sometimes with colourful names, but they are direct upgrades and dependent on each other.
On top of this we have the "tier" system, where you aren't given access to a given tier of tech (by random draw) unless you have enough of the previous tier. Finally, we have the technological weight system, which changes the chance you "draw" a given technology.
What I want is this:
1. Almost every technology needs to do at least 2 things. No more "hyper shields" as a technology; some breakthrough should both improve the shields on space ships *and* have some other impact on our empire. If it is "hyper shields" as a ship component, discovering it should have some non-military impact as well.
2. This also means we not quite double technology costs, as there are half as many to earn. I say not quite, because optimal play already had us skipping a huge chunk of "useless" tech; with less than 2x cost you can keep the "bleeding edge" just as good, because you'll often mix a "good" tech with a "not so good" tech.
3. More tech connections. These should be documented in-game: "Required for X" and "Requires Y". Ie, you can't make Neutronium without Plasma Accelleration.
4. Fewer copy-paste techs. "Oh look, another +5% hab on an identical tech with a higher cost and different name, zzz".
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