Technology Research - Suggestion for future Add-On and/or Gal-Civ 3...
1) Why limit technology researching to just one segment of the tech-tree at a time? Why not several? Why not all? I understand the huge undertaking this entails to Gal Civ 2. Which is why I'm suggesting it for a future add-on and/or version of the game. Even the original MOO had the ability to use "sliders" to adjust for how much research was applied to what area of the technology tree. It makes it more realistic. If the real world were limited to researching one tech at a time, who knows how far back we'd be now. Say you are getting close to a breakthrough, there should be a declining scale invovled to how useful it is to increase the amount of research on that item. Sure, it will help - but with each increase toward the end, it should drop the benefit further.
2) I like the idea of having some research be "unique" and not specific to a product/tech. For example, when 3M came up with the glue for post its, as I understand it, they were actually looking for a "super glue". This makes for some interesting opportunities in game play with a great game like Gal Civ 2. Some techs should fall "outside" the tech tree. Such as a couple of researchers discovering a new kind of mirror that winds up giving that civ's version of standard lasers a little bump even above the basic laser tech. It would be unique to the Civ that discovored it. I understand this kind of "randomness" would be challenging to create to say the least. But it would make for some more interesting results and strategy decisions.
3) Perhaps early on in the game, you are limited to researching one tech at a time. Later, you maybe research a tech that allows expanded tech research and increases the researchability from one tech at a time to two. And so on as you go up the tree.
4) The Wildcard research factor. Randomize the product researched a bit within each category. This has the advantage of making it hard to anticipate what tech is coming next and how it may or may not assist your current game play. For example, you research laser technology - HOPING they'll discover a better weapon. But instead, they find not a weaponized application, but rather discover a better hologram technology that increases happiness. I like the "unkown". It challenges strategic gameplay with one more layer of "unkowns" you have to deal with.
I realize its a bit silly to talk about this so soon after the release of such an INCREDIBLE game. But, I'm on a roll with a couple of other posts and had to put my 2-cents in while I was thinking about it.
I'm very open to criticism and differing viewpoints on this subject. And since I have no influence over the game at all, I just enjoy throwing ideas around to see how others view these ideas.
Anyway, Thanks for reading my post.
Finally, for those hard-working folks who have done such a marvelous job of creating the Gal Civ 2 game. I have nothing but respect and admiration for what is proving to be a VERY addicitive and gorgeous game! Thank You!
