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Author Topic:   Random technology tree?
Thumbs posted 11-16-98 12:18 AM ET   Click Here to See the Profile for Thumbs   Click Here to Email Thumbs  
Although it sounds as if there are going to be numerous potential unit variations, I would like to see some randomization of the technology tree.
In my opinion, one weakness of technology trees to date is the assured progression to a "known" advance. I would like to see randomization at two levels.
First, the tree should not be fixed. Each game should present a unique, unknown tree by adding/subtracting technolgies thereby eliminating the omnipotence of experienced players.
Second, the "value" of each advance/technology should be randomized as a percent of maximum effectiveness so that one can't count on an exact increase in yield/performance with each technological advance. (Historical example: consider the development of missile/rocket technology by the US and Germany. Two different approaches with very different results. US scientists were amazed by German designs.)

Starcraft- "Once I research enhanced tank weapons level 3, I'll destroy him".
SMAC- "Or will I?"

-Thumbs

Brother Greg posted 11-16-98 12:52 AM ET     Click Here to See the Profile for Brother Greg  Click Here to Email Brother Greg     
Ah, amazing how these topics drag themselves up over and over again. This was actually discussed ont he old Firaxis forums, with much heated debate. Even had people debating that each faction should have it's own tech tree.

Anyway, it does sound like a good idea (the random part anyway). However, I don't know how well it would play, ie how much fun it would be. Science would become guesswork, and you'd never know what advance would lead to what. May be realistic, but I don't know how much fun it would be. And in the end, the game is about fun.

I'm not saying that it wouldn't be fun, just that I don't know that it would. Could get very frustrating. Imagine if it was random, and somehow you had very few military type techs. Make it very hard for someone playing the Spartans.

And I doubt that too many games companies will ever implement such a system. It would simply be too hard to align everything. You'd have to either have interchangeable techs, in a fixed tree structure so that the advances would make sense. Or a purely random system, where one tech advance wouldn't naturally lead to the next.

And imagine trying to structure it so that it would be balanced for every game. Ai carumba, that would be a hard task for a completely random tree.

If someone could ever do it, I'd be willing to give it a go. But I think the problems of balancing would make it unuseable.

Brother Greg.

Steel_Dragon posted 11-16-98 03:18 AM ET     Click Here to See the Profile for Steel_Dragon  Click Here to Email Steel_Dragon     
It would be imprcitical. I did like MOO2 radom achievement of science it add something while still being fair.
dushan posted 11-16-98 09:29 AM ET     Click Here to See the Profile for dushan  Click Here to Email dushan     
I think it was me who suggested something similiar in the old forum :-)

Yeah, but I've been persuaded (a bit) that at the moment it would be impractical. However I feel that the civ style is slowly developing (like introduction of more and more functional UN in MOO2 and now in SMAC, or customisation of units), so eventually we might see some new tech system.

What I didn't like in civ was the lack of realism. But I agree that the playability of the game is much more important then realism.

Some of the features I'd like to see in an 'ideal' tech system:

-account for civilian research, that cannot be strictly controlled (other then by allocating research grants)
-idea of 'concepts' - as discussed on the old forum
-discovery of new concepts might make disovery of other objects more/less likely
-A concept can be simply spotted in an enemy civ and if tech is advanced enough it would become immediately available for research
-You cannot be sure whether a concept can be researched into a real tech (i.e. time machine exists as a concept, but if for example US would start funding a research project, the likelyhood of them succeeding would be small)
-being able to have more than one research project (this has also been debated, but no one agreed on that one either :-) )

I know this is quite difficult to implement, but I've been playing with relatively simple system that uses the concept idea. It is not really a random tech tree (a flexible tech tree?), but it does introduce some ranomness into it that I think exists in the real world without spoiling the game play.

Sorry for starting again :-), but it was Thumbs fault =)

dushan posted 11-16-98 09:30 AM ET     Click Here to See the Profile for dushan  Click Here to Email dushan     
Damn, I meant concepts, not objects :-)
DJ RRebel posted 11-16-98 10:18 AM ET     Click Here to See the Profile for DJ RRebel  Click Here to Email DJ RRebel     
LMAO ... did any of you guys play Civ II ???

Did you ever notice that whenever it was time to choose the next tech to reseach, sometimes one or two would disappear then reappear later on in the game !!! I found that super frustrating !!! Plus you couldn't check any of your info during your choice ... and you couldn't change it once you had made your dicision !!!

Roland posted 11-16-98 10:24 AM ET     Click Here to See the Profile for Roland  Click Here to Email Roland     
Yes, this was one of the more annoying things. Even more so as there is absolutely no reason for that.
Changing after the choice would be nice. If you'd already collected beakers, they could be deleted.
Hex posted 11-16-98 10:50 AM ET     Click Here to See the Profile for Hex  Click Here to Email Hex     
I DISAGREE. At least about that civ 2 thing. That was the o9nly thing that made the research tree a bit random. I mean it was frustrating (sorry, spelling), but isn't losing a war frustrating too and that is sometimes as random.


Well I'm getting out of topic so I will stop now.

Octopus posted 11-16-98 12:07 PM ET     Click Here to See the Profile for Octopus  Click Here to Email Octopus     
One of the biggest problems I had in Civ II was the linearity of the tree. For example, the first game I ever played I shunned all the silly religious/spiritual advances (I figured I was running an inellectual super-civilization with no need for that stuff ) and was at a serious disadvantage, because all of the good naval techs needed them. That is clearly silly.

Basically, what is needed is multiple paths to the same advances. If this had been done in Civ, then it would have been possible to develop a civilization that didn't totally parallel historical civilizations, which would have been more fun.

If the tech-tree (is it really right to call it a tree in this formulation? it is really a cyclic graph, since there are multiple paths) had the paths between its nodes (advances) somehow weighted randomly (e.g. in this game you have a 50% chance of tachyon weapons leading to singularity weapons, and a 33% chance that some other tech would lead to singularity weapons, etc.) but that entire tree was still accessible, that would give us the coolness of the random feature that Thumbs is asking for (you don't know exactly how your research will pay off, you just know it will pay off -- like in the real world) but it wouldn't be as open to play balance problems like a truly random tech tree (and it could be arranged to make a lot of sense -- no "pottery leads to nuclear fission" sorts of mixups).

Thumbs posted 11-16-98 03:48 PM ET     Click Here to See the Profile for Thumbs  Click Here to Email Thumbs     
Apologies for opening an already discussed topic- I only read the previous 10 days worth...

Gameplay is obviously of paramount importance, but gameplay does not always equate to fun. As the gaming population ages, we (I) seek more intellectually challenging games. For me, the fun lies in the challenge and the realism of the simulation. Seldom does life have known outcomes, especially in the world of research/invention.

Civilizations never have the best of everything (other than the US? Crud, that destroys that idea...)

"The last 1% costs more than first 90%"
Perhaps that idea could be integrated- research yields a base level of knowledge (though effectiveness should still be varied) which can be refined through further research.

Predictable research outcomes bother me. Dushan had a good point about the time machine. Perhaps there should be blind-end research paths. But they can't be fixed or we would never research the same path again.

(Still hoping for variability in research, both effectiveness and topics)
-Thumbs
Implementation may be tough, but the best in life is worth the effort (if not financially, at least personally).

CClark posted 11-16-98 04:45 PM ET     Click Here to See the Profile for CClark  Click Here to Email CClark     
I don't think that the research trees should be messed up just for the sake of "realism". It's one of those flawed arguments; that realism == a good game. If you look at the vast majority of games, too much realism is a BAD thing. (From the reviews I've read, that's Trespasser's problem. It's highly realistic, but no fun. One review called it the most complex box stacking simulator the reviewer had ever seen!)

I liked both the way that MOO and MOO2 handled tech advances. In the first you would only get a random subset of the total advances in a category and in the sequel you got to choose which one of three you got from a category. This added to the diplomacy as well as it paid to have friends who you could trade with (and also made having defensive spies worthwhile to protect those techs you had that noone else had). The only problem I had with Civ is that everyone eventually got all the techs. With MOO and MOO2, everyone would have something slightly different and you had to play to your strengths or weaknesses.

From a gameplay balance point of view, I don't think that a totally random tree/list/pool of technologies would work very well. Unless a completely different model is used from the standard "techX yields unitY and buildingZ" model we're going to have to live with what we've got.

As an alternative, you could divide reasearch up into "Theoretical" and "Applied" trees. Make the "theoretical" advances 5x to 10x longer to research than the applied but necessary before you can research the applied stuff. Make the entire theorectical chain available to all players, but make the applied chain have a bunch of different mini advances that the player can only choose a certain number from (3 out of 5, say).

Example:
Theoretical - High Energy Laser Optics (100 beakers)
Applied -
Holodome [building] (+morale) (10 beakers)
Laser Rifle Infantry [unit] (5 beakers)
Laser Tank [unit] (10 beakers)
High Speed Networking [advance] (beakers x 1.5 in all cities) (15 beakers to research)

The player gets to choose 2 out of the 4 applied. The tank would be more fearsome in battle, but you could make 3 infantry for every tank as a trade off.

Finally, the player could set the percentage of research to be spent on theoretical advances and the percentage to be set on applied advances. (e.g. 40% of the beakers goes to the next theory while 60% is spent on using those theories to make applications.) Set one too high and you run out of new applied things to research or having no applied things to research.

How's that sound for an off-the-top-of-my-head compromise?

dushan posted 11-16-98 04:59 PM ET     Click Here to See the Profile for dushan  Click Here to Email dushan     
Sounds ok. I also liked the MOO2 system to start with, but then it got tiring and all my later games were with 'creative' races.

I don't like when you can't research certain techs.

As to the realism - you're right that too much of it can hurt the gameplay. I really don't know if we'd gain anything from messing with the current tech system. But I think that unless someone tries, we'll never know.

To the list of 'features' of an ideal tech system I add this:

-allow for techs that are usable before fully researched. In civ you research maths early on and that's it. In reality, we're still doing into new areas of maths. This could be simulated by having some sort of level of advancement - the more research you do, the higher level you gain. You'd need certain level to be able to research new techs, and also your current level in some techs might influence the quality of units you produce. Note that this would only apply to techs such as maths, physics, construction, metalworking, etc., not techs such as wheel.

Roland posted 11-17-98 05:11 AM ET     Click Here to See the Profile for Roland  Click Here to Email Roland     
A slightly different thing: In civII, the number of beakers you need for a tech increases over time; I had preferred to see it increase with the complexity of a tech. If you are in the industrial age, it shouldn't take you long to research feudalism...

I like the idea of basic and applied research, but I think it only adds complexity, but no fun - at least IMO.

Brother Greg posted 11-17-98 07:07 PM ET     Click Here to See the Profile for Brother Greg  Click Here to Email Brother Greg     
I like the idea of CClark's. However, why limit people to certain techs? Why not allow them all. Then the player would have to decide whether to research the next "theoretical" tech, or spend his time discovering some or all of the little "applied" techs.

In CIV II for example, you could research Mathematics, say at 100 beakers. Then you could decide to research catapults, say at 40 beakers, or start researching construction at 100 beakers.

If there were enough "applied" advances off each "theoretical" tech, and the research amounts were well balanced, it would make for an awesome balancing act between going for the latest greatest "theoretical" advance, or consolidating your tech with lots of small "applied" advances.

Maybe each "applied" advance after the first would be easier to research (seeing as how you are getting better at utilising the theory. And of course you could trade for both types of tech.

Now that sounds cool. =)

Brother Greg.

Tapiolan poika posted 12-17-98 12:34 PM ET     Click Here to See the Profile for Tapiolan poika  Click Here to Email Tapiolan poika     
What about when we run out of tech tree? It always happens, and IMHO, the Civ/Civ2 solution of just giving you a few points to rack up your score is really pathetic.

In Moo2, every advance in a given field of research (Physics, Biology, Construction, Chemistry, Sociology, etc.) led to a small improvement in stats for applications of earlier advances in the same field.

Say you researched Nuclear missiles. Later, when you'd researched Pulson missiles, the nuclear missiles suddenly cost less, didn't take up as much space, and you could build faster nuclear missiles if you wanted.

This sort of improvement continued after you'd outhgrown the tech tree, so it didn't feel so futile continuing with research.

Rather neat, is what I still think.

Steel_Dragon posted 11-18-98 01:23 AM ET     Click Here to See the Profile for Steel_Dragon  Click Here to Email Steel_Dragon     
I like idea of theroical verus aplied, and I like the idea of Research centers. Having a Universcity to do good reseach on all things, and military base, construction yards, shipyards and airports doing a great job at certian areas of apllied research. And maybe a credit for All units to take into effect their creative solutions to field problems. I hate the idea of limiting any aviablity of research.
CClark posted 11-18-98 12:49 PM ET     Click Here to See the Profile for CClark  Click Here to Email CClark     
Tood bad it's probably too late for these ideas to make it into the game. This stuff is getting good.

Upon reflection, I think that it would be better to allow everyone to get all of the techs. Probably would add just as much strategy as choosing which ones to go for.

I think you'd probably want 3 types of buildings too. Things like commercial, private sector research labs whose points/beakers ONLY went towards applied research, things like universities whose points/beakers ONLY went towards theoretical research and stuff like military research centers whose points could be split any which way between applied and theorectical. Any population that is specifically turned into scientists could also have their beakers split any which way.

I also like the idea of the cost for applied research being a diminishing scale regardless of the actual technology. So the first application costs 20 beakers, the next 15, the next 10 and every one after that 5.

I don't think we'd need MathI, MathII and MathIII though. I think just having slightly more descriptive names like Algebra, Trigonometry, Computronics, etc would work. It would also be more suggestive of what the applied research would be. (Computronics for instance would lead to encryption and codebreaking applications.)

Maybe we'll see something like this tech tree in 5 or 6 years for SMAC2.

CClark posted 11-18-98 01:06 PM ET     Click Here to See the Profile for CClark  Click Here to Email CClark     
Here's something else.
Right now all the Wonders are construction projects. This make sense for some things like The Colossus. But for others, like The Cure for Cancer, it really should be a research project.

With the theorectical and applied split, you could split wonders into three categories.

1) Wonders that can be constructed immediately after theoeretical research.
e.g. build Leonardo's Workshop after Algebra (or some such theoretical field)

2) Wonders that can be researched as applications after theoretical research.
e.g. research Cure for Cancer after Advanced Genetics

3) Wonders that can be built after researching the application, which you research after a theory.
e.g. build Colossus after researching the application Colossus Planning which you get from the theory of Large Scale Structure Construction

Needlessly complex, maybe. Realistic, yes (but I'm one of these people who says realism isn't always fun so I can't use that as an argument. )

Obviously, for the type 3) Wonders, the application cost would be normal and only the build cost would be high. For the type 2) the application research cost would be very high so these types of wonders would slow down other applications. (Which kind of makes sense, really. If you've got all your scientists working on find the cure for cancer, you don't have anyone left to research the latest in smart bomb technology.)

I think it would add to the strategy though. Little choices like "Do I research the City Walls application so I can start defending my cities or research the Colossus construction so I can start building that?" Knowing that the first application will take 15 beakers and the second only 10. Also adds a bit of a race to some things as spending the time researching the construction could be a waste if somebody beats you to actually building it...

(Would be a great way for marketing to up the technology count though!)

Anyway, just more thoughts....

dushan posted 11-18-98 02:32 PM ET     Click Here to See the Profile for dushan  Click Here to Email dushan     
Hmm, although we're back to fixed trees, I also like this idea. It could add a little more realism into the research. However, while researching a wonder, like cure for cancer, presumably this will take rather longer then other techs.
My favourite solution is to be able to research a number (could be limited to 4 or something like that) of techs at the same time, and assign each priority (probably in the same way the taxes are allocated in Civ). This way you could be researching your wonder, but if you can suddenly research recycling and your polution is getting rather out of hand, you can add it to research, give it for example 80% of beakers without having to cancel the wonder.

What do you think? :-)

BoomBoom posted 11-18-98 02:49 PM ET     Click Here to See the Profile for BoomBoom  Click Here to Email BoomBoom     
I'd say that a not-entirely random techtree is probably the best (if hard to apply).
By this I mean that everyone starts off with being able to research the same advances.
Then the availability of subsequent advances being researchable is determined by a combined factor of the factions likelyhood to research that advance(ie Spartans don't really want to research HoloTV) and a probability factor. You could increase this probability factor by researching less specifically, which would mean that everything would be researched more slowly, but you'd have a greater chance to get more subsequent advances.
Therefore you'd have to weigh off speed of advancement with possibility of nnot being able to research something.

Does this makes any sense? I'm not sure, i hardly understand it myself

Roland posted 11-18-98 03:01 PM ET     Click Here to See the Profile for Roland  Click Here to Email Roland     
How about leaving availability there, but changing the cost ?

A subsequent tech (tech A) is cheaper. If you, however, switch to a different direction and research it, and then return to tech A, it will be more expensive than before - you have dissembled the research group and probably the infrastructure as well, so there is a ("real world" (TM)) reason for this.

So the deliberate switching between all techs is possible, but more expensive.

I like the principle, but have no idea if this is (similar to) what others have suggested. Seems most of the ideas are only understood by those who present them - and I don't count on being an exception...

CClark posted 11-18-98 03:50 PM ET     Click Here to See the Profile for CClark  Click Here to Email CClark     
One way to do the multiple projects is to have a slot in each city for what research project they want to support. All cities that have the same project selected donate their beakers to that project. So, if you have only one city, you can only research one tech. But when you get that second city, you can either have both working on the same project, or each on separate projects.

As for changing research in mid-project. MOO (the original) did something whereby changing the percentages on the research scale had some algorithm to prevent that. I forget exactly what it was, but I think it was something like "when new research is added to a project, it gets added in 10% increments over 10 turns". So if you had 100 beakers in Project A and 100 in Project B, you could take 10 from B and add them to A. B would immediately drop to 90 beakers worth of research, but A would only go to 101 onthe first turn. The next turn A would have 102, then 103, etc.

It's a bit of a computational pain in the butt and is far easier to just shuffle beakers "as is".

I actually find it more annoying with production. I remember that in late games of Civ where all my cities were built up to full and I didn't need any more units, I'd start to build the same wonder in all cities. When it was finally completed, I wouldn't change it in the "losing" cities so they would continue to build it ad infinitum. When I finally when to build the spaceship, I would just switch from Hoover's Dam (or whatever) and instantly have a half-dozen spaceship parts!

Tapiolan poika posted 12-17-98 12:35 PM ET     Click Here to See the Profile for Tapiolan poika  Click Here to Email Tapiolan poika     
What about when we run out of tech tree? It always happens, and IMHO, the Civ/Civ2 solution of just giving you a few points to rack up your score is really pathetic.

In Moo2, every advance in a given field of research (Physics, Biology, Construction, Chemistry, Sociology, etc.) led to a small improvement in stats for applications of earlier advances in the same field.

Say you researched Nuclear missiles. Later, when you'd researched Pulson missiles, the nuclear missiles suddenly cost less, didn't take up as much space, and you could build faster nuclear missiles if you wanted.

This sort of improvement continued after you'd outhgrown the tech tree, so it didn't feel so futile continuing with research.

Rather neat, is what I still think.

>>Damn, the post got jinxed. Reposting.<<

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