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Mar 18, 2016
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300 techs with 3 research slots means that the length of the period of the game in which you have not yet researched everything is 100 times the average length of a tech to be researched.

In the Blorgstream, many techs took multiple years to research.

Conclusion: the length of the period of the game in which you have not yet researched everything is on the order of several centuries.

This feels about right.
 
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Lecktra

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1st, I would really like to see some race/species specific tech from the very beginning. It's not necessary to make this kind of techs for every race/species.
For example 1: It would be obvious to make regenerate hull tech for the PLANT or fungoid type race from the very beginning instead of the plate/metal type hull.
For example 2: If you or the AI start with Ocean planet homeworld then they could start with "hydro type reactor" or something like that with lower or higher energy output than other races. You use the available resources of your world, so it would be obvious to build something like that.
These few changes would give you more diversity.
For example 3: I don't know if ground armies can regenerate or not but reptile species could regenerate faster.

2nd,
We don't know if there is end of technology in real life. However in Stellaris only the creativity could limit the technology. Use your creativity and make new weapons propulsion system, armors and so on. They don't need to be realistic or based on theory.

Diversity is the key!
 
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safe-keeper

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That's one of my biggest fears for the release, that the game pace is too fast. In the blorg stream they are rushing but it feels like the research is too quick though... I hope it will be balance by release or that my impression was wrong.
I want to play games where you don't have the best techs after 150 or 200 years.
I had this problem with Stars!, that you progressed really quickly through the techs. Stars! had a "Slower tech advances" option, though, maybe Stellaris will have something similar.
 

CocoCincinnati

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Relevant to this discussion, in the latest Blorg stream, Wiz makes the comment that he wished they had projectile weapons for their ships. That is one of the choices for starting weapon tech which they didn't pick and still don't have. I don't know what year the Blorg game is on but they stated they are definitely in the "mid-game". So, you may well end up with every tech by the end game but we have evidence that you wont have every beginning tech by mid game. So that's something.
 
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McDog

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I really like the tech system they have come up with. One small tweak that would be interesting would be to have every tech card in the game come with a "common" card and an "uncommon" card. The "uncommon" version would be slightly better. Perhaps wreckage and maybe sharing through alliances and federations would be the only way to upgrade your "common" techs you drew.
 
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Zorromorph

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The Beautiful Void said:
300 techs with 3 research slots means that the length of the period of the game in which you have not yet researched everything is 100 times the average length of a tech to be researched.

In the Blorgstream, many techs took multiple years to research.

Conclusion: the length of the period of the game in which you have not yet researched everything is on the order of several centuries.

This feels about right.

It's not fair for you to post so sensibly and logically. You're making too many posters look bad by comparison. .
 

Sinlessmoon

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That's one of my biggest fears for the release, that the game pace is too fast. In the blorg stream they are rushing but it feels like the research is too quick though... I hope it will be balance by release or that my impression was wrong.
I want to play games where you don't have the best techs after 150 or 200 years.

This feels like a situation where it feels faster because they've only reached mid-game. The researched times have already doubled in length. Of course the research is dependent on how much research points you generate so you might end up getting techs a lot quicker than someone who has had bad luck with finding planets with research points. (Or isn't research oriented.)
 
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ikki

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maybe there is a Million year empire achievement? ;)
Hang around for that long, being the sole empire in the whole galaxy & ruler of ten thousand uplifted and enlightened species. Miniaturizations having reached level 2000 or more (pocket deathstarcannons? :D )
Oh and the HAK HAK HAK folks have been beaten back 300 times too. With each bordering system having a single ship capable of destroying their whole mega armadas :p

And perhaps all starsystems have their own niven rings too? :p
 
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Smiles_

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I like techs. I hope many more get added, so each playthrough is even more unique. I just hope whatever gets added in the future feels fresh. So, here's to hoping.


Smiles
 
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McDog

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One of the reasons I suggested the common vs uncommon is it seems like one could run out of research and I really like the idea of each species having some techs only they own or at least slightly different from their neighbors. More tech as the game gets dlc could solve it too. I just figured having slight differences would be a very easy way to further make empires tech unique.
 

huon23

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It would be cool if in the game you could try to make your own techs through the normal game, in addition to the standard 300+ techs and the repeatable techs. Like, you could try to make a tech that does +1 slot to a certain ship type, or +10% to damage. You'd be able to specify what you want the techs result to be, but it would have a chance of failure at any point during development. The chance of failure would be modified by the scientists traits, techs that benefit it, and the scientist skill, also by the level of effect you would get. You'd be likely to fail to get a tech if you have a level 1 physics scientist attempting to research +50% ship health in the early game, but almost guaranteed to receive a +5% to ship damage in the late game with a level 8 scientists skilled in weapons tech.