Whats your opinion in the tech tree ?

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Murmeldjuret

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Is that so? I'll have to test that claim. Though battleships themselves are inferior to cruisers.
Used to. At launch corvette spam was superior. I haven't played vanilla for a long while, so don't know how it is atm. Tracking destroyers should be able to counter it somewhat.
 

wergy

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I actually agr4ee with OP at some degree. i was higher expectations for the techtree. More techs, shorter development time, more versatility etc. It's OK at the moment but I just expected more of everything. In 2-300 years you can research everything and all you've left are the stacking repetitive techs.
 

mudcrabmerchant

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Upon further thought, the card system could be alright if combined with a tech tree.

We should always have a visible tech tree, showing all possible techs, their relationships to each other, their requirements to be unlocked, and the chance of having one dealt in the next card pull. Literally all of this information is currently available to us, you just have to dig through the files or check the wiki.

Going further, we should have direct ways to influence the next card pull. Either by spending research points, or influence, or energy, or minerals, or something else, we should be able to buy-out a tech card, unlocking it for research permanently like when you salvage tech from battlefield wreckage. Rare techs would remain as-is, to make them actually feel special.
 

Diezy

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Just some techs are awfully useless, although with a little tweaking they could be useful.

Extra Sectors, hurrah for pointless!

Terraform to Gaia World is fancy, but isn't exactly useful. Perhaps Gaia Worlds could be a bit like Fallen Empire pops. (More good traits, never with bad trait, terraforming to Gaia would add a good trait and removes negative ones) That old 0 (before habitability buffs) terraforming with pops on site would be great too!

Also I believe Extra Core Systems +1 and +2 could come up sooner, as often as the Manifest Destiny/Galactic Ambitions Border Range techs.

The techs from space monster debris have no further upgrade tiers and not much oomph to them, aside of the Crystal Plating.

Also, with a +Science megastructure, some super super late game technologies could become available
 
Last edited:

Xoatl

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I've seen trait point mods successfully add techs. Though for there to be a different tech point would require work from pdx. I don't know what choices would make sense at this point either. If you want something like robot level of tech, there aren't many equivalent options. Sensor is interesting as it makes you survey faster. WeaponII might be good if you plan to be a warmonger, and starting with solar panels is also interesting, especially if you get it pre-built on your home station.

Glad you asked. I made a thread about it.

https://forum.paradoxplaza.com/foru...m-system-and-technology.987495/#post-22186257
 

wergy

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Thniking about it some more, the biggest issue is that you can't direct your development, it's a gambling game. In one of my games I did not pick colonization as my fist to develop (weren't any habitable planets around so I could afford to develop something instantly useful instead) and then it did not appear for the next 30 years!
In another game I didn't get advanced weapon researches so I was stuck with level 1-2 of everything and couldn't modernize my fleet.
In my current game that I'm 150 years into, I'm yet to see a tech to upgrade my power plants hence I barely can maintain a proper fleet without jeopardizing my research even more.

In my opinion there should be a way to direct your development somehow.
 

General Retreat

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I sort of wish that instead of scientists having specific tech bonus (like 'voidcraft +10%') you had the ability to prioritize certain types of tech (like 'i want to work on statecraft, give me more of those techs').
This is how it works already. Specialist scientists massively boost the chance of that type of tech being drawn. Maintain a stable team of specialists and rotate as necessary for best effect.
 

henzington

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Thniking about it some more, the biggest issue is that you can't direct your development, it's a gambling game. In one of my games I did not pick colonization as my fist to develop (weren't any habitable planets around so I could afford to develop something instantly useful instead) and then it did not appear for the next 30 years!
In another game I didn't get advanced weapon researches so I was stuck with level 1-2 of everything and couldn't modernize my fleet.
In my current game that I'm 150 years into, I'm yet to see a tech to upgrade my power plants hence I barely can maintain a proper fleet without jeopardizing my research even more.

In my opinion there should be a way to direct your development somehow.

The colony ship will be a starting tech in Banks as it was a must have first tech. As far as power plants I would suggest an industry scientist.
 

Krajzen

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I like tech card system because I think it is not only much more interesting and fresh than tech tree but also kinda more 'realistic'.

I always thought that from the perspectice of immersion it was kinda weird that government in 4X can predict what exact technologies there will be here in far future, and adjust its development to calculate getting "this building at ~50 years so I can dominate other empires". It was immersion breaking for me, kinda meta gaming.

Scientific research today can imagine what general pathes of tech will be available in the future, but it totally cannot predict exact inventions. I really like that in Stellaris you as the government assign scientists, they work in very general direction you fund and from time to time pop up 'hey guys we have some new ideas and research prospects, please give us funding [choose our tech card]'.

I like this system on meta level and on gameplay level too, this excitement when new research appears 'ooooh I'm wondering what options I have available now'.

Also, card system solves the usual horrible problem of AIs being retarded in their long term tech teee planning and constant need to tweak and balance that.

My main problem with current tech system was the fact Social tree contains vast majority of game's 'interesting technologies' while Eng and Phys are stuffed with '+1 better ship component' techs.
 

Derp

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My problem with the tech system is not so much the system itself but the techs. Most of them are just so boring and minor. I get that Paradox didn't want research to be the centralizing element it is in a lot of other 4Xs but I think it might have gone too far the other way.
 

zukodark

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I like the idea behind the system, and I dislike pure tech trees. The problem with the current system is that it doesn't really deliver even what is is supposed to.

My wish is for tech research to be slower, so your choices are less frequent and more important, and for there to be less weak techs. Certain weak techs could be combined. I also wish the tile blocker techs and similar could have additional advantages. Either something added to the technology itself or just to differentiate between the tile blockers. For example, wildlife blockers could much more often have society research on them, mountains could have more minerals, or something.
 

safe-keeper

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Oh yay, another drama lama. I wish people would just say what they disliked and go. There's no need to turn every perceived or real shortcoming into a Greek tragedy.