mastroego mastroego

Technologies... what went wrong :(

Technologies... what went wrong :(

I feel the need to elaborate, as the more I think about it, the more I realize that's possibly the biggest issue I have with the game at this point. It's where the sense of detachment comes from. I can't relate with the game with this technology tree. Bugs can be fixed, spells can be added, a map "randomizator" should be in works... sometime. But how to address this very basic, structural flaw with the game?

Maybe I was spoiled by the great games of the past, like Alpha Centauri. But then again: why stray from a winning formula?

In Elemental we have different, completely disjointed paths. I can become a master diplomat without even getting a big city. Conversely, I cannot even "talk" or "barter" unless I unlock specific technologies. Then I can "barter better" by unlocking the next technologies in the same tree. How exciting. -_-  Then I need specific technologies to make heroes appear (!), to make castles and dragons appear (!) and so on.

It's wrong. Sorry, but it is. The feel should be organic, flavour-oriented and meaningful. Lairs should not appear, they should be just there. Maybe the odd one can be dug up, but that's it. Technologies should be interconnected, like in other 4x games. I mean in Alpha Centauri you needed to research general physics and chemicals before you could apply your knowledge to weapons for instance... or to better transport systems and so on. In Elemental we have a lifeless technology system which only speaks of "game mechanics", and some of them don't even make sense.

Do you guys agree? Do you think the issue can be addressed somewhat? Even if only by an expansion... I still have hope.

 

202,389 views 63 replies
Reply #51 Top

Honestly the problems with rationalizing the tech system bother me a lot less than the problems with it in terms of implementation.

The lack of balance between the trees and specific techs is just glaring. I can accept some being 'better' than others, but as it is now some are just essential and many are totally useless (and a few are arguably actually undesirable!).

Reply #52 Top

Quoting Jharii, reply 47

Some of the bad mechanics in this game lie more in the STRUCTURE of the research tree rather than the functionality. People are arguing against a misnomer ... TECHS or technology. Researching Technology implies new invention and mechanical discoveries. The Devs really messed up here because part of the research tree IS about inventing or rediscovering technology, BUT some of the 'techs' have nothing to do with technology and more to do with Lore and Information.


"Technology tree" is a commonly used game turn.  You are attaching the significance of it relating specifically to "technology."  Your argument is semantical at best.  Obviously, the devs and much of the players do not have an issue with calling it a "technology tree," even though it contains items besides literal "technologies."

FYI, there are MANY other strategy games out there that have technology trees that contain things other than technology.  Even one of the founding fathers, Civilization, had espionage and spying (as well as various diplomatic advancements), which are not technologies, per se.

Seriously, it's not like your sovereign actually has a PDA on his person and actually uses a GUI to access a link titled "Tech Tree."  He doesn't have a computer, either, to manage the game in every nuance.  Maybe the word "tree" should be eliminated as well, since it is not actually a tree at all.  I certainly do not see roots, branches, bark, or leaves.

If it is such an issue for you, start calling it a "Research Tree."  No one has to know, and your immersion does not have to be broken.

Not at best, it's specifically directed at the semantics.  Why?  because 'other' people are tripping over it.  Anway, I believe this thread has run it's course.  If you actually read all of my posts you'll see I am taking the side of the devs and I am for the way the technology tree works.  If anyone wants to argue with me about what's really wrong with this game, well there would be no need to argue because it'd just be wrong.  For instance the poor rendering speeds towards endgame... chug   chug               chug 

 

Reply #53 Top

I have to say, this is an interesting discussion. Here are my thoughts after playing a couple games playing Kingdom, with the specific goal of uncovering everything in the tech tree.

 

Civ tree is the most traditional--research a tech to unlock new buildings, and new tech paths. Building specialization is good at first, but once you have the basic level production building for each resource, buildings tend to be little more than "boost this production value 25%." It would be nice if some of the buildings affected more than one resource (like many did in Civ 4). As it is, the buildings are just an extra step in between the "research x, get 10% bonus to y resource", while the refined techs give the same 10% bonus without the need to build anything. Kinda cool at first but a little bland when you get up to higher techs--it starts to feel like the Space Empires V tree, where you research the same thing over and over with incremental benefits at each stage. Verdict: ok, but could use variety

Warfare tree is also fairly traditional--research tech to unlock new tactics (squads, etc.), city defenses, and weaponry. I like the idea of squads and parties for your soldiers, but I agree that those training upgrades seem to be handled oddly. I also think that having separate branches for offense and defense, while allowing a more customized approach to warfare, would also break the game completely in its current state. The fact that offense is far and away more useful than defense in nearly every battle (certainly when facing other kingdoms/empires) an offense-only branch would guarantee that defense was never researched.  A simultaneous combat mechanic like in Heroes of Might and Magic IV would go a long way to making defense more useful, but the implemented quick fix seems to be just putting them in the same branch and require you to acquire both defense and offense to progress. So while I don't like the weapons branch much, I understand the reason for it being done this way. Verdict: should have much more interaction with the Civ tech tree; there should be cross-dependencies regarding building specialization (forges, smelters, etc.) and weaponry (plate mail, swords). Similarly, magic swords and shields should require research in both Weapon and Magic trees.

Magic tree is a little stale, as mentioned before. You can unlock a few more spells to research, but overall, the arcane spell research steals most of its thunder. Expansion to allow you to imbue buildings with magical bonuses to production or build a magical version of a wonder ala Civ IV would be nice. As it is, researching 6 new types of rings and refined arcana while trying to get the Master Spellbook has not brought any new excitment to the game, just a burning desire for it to be over with. Verdict: really needs expanding to be fun.

Adventure tree seems to be love it or hate it if you follow this thread. I personally like it--I think it fits well with the backstory and I think the alternate implementation of all the notable locations on the map but unusable seems like it would be very annoying. I thought this was an innovative way of putting quests and adventuring discoveries into the game, but I think it would be more true to form if it was advanced by something other than research--perhaps a rumours mechanic tied to inns and pubs that would bring you word of heroes and quests from around the world. Verdict: ambitious design and fun results, but needs to be affected by more than straight research.

Diplomacy tree is has some absolutely necessary techs and then dwindles into oblivion. I don't spend any time here after getting alliances (which I got lucky with and got as soon as possible--Dip level 6, I think) and then I'm done. I haven't found diplomacy useful, and my giant armies keep the other nations cowed and looking to pay me handsomely for non-agression pacts, my economy has me earning back my costs for trade and tech treaties in a few turns, and overall the rest of the diplomacy tree looks pretty useless. Maybe moving heroes from the Adventure tree to the Diplomacy tree would be better. Verdict: needs more options--either more diplomatic options or new civics, Civ IV style, but this tree really needs to be expanded to be worth anything.

I welcome further discussion.

Reply #54 Top

I agree with Masskaparal's great overview of all 5 tech lines above. The basic mechanic of researching is sound, what's missing is more techs, more variety, more interdependencies among techs, more compelling choices for the player to make. The whole thing needs at a bare minimum a complete balance pass of what's already there, then they can start adding more techs and making things more interesting.

Reply #55 Top

Well that is the plan. Right now the game would just be harder to balance and complete if they added more techs and weapons. The future will likely bring such offerings.

Reply #56 Top

I really like the tech implementation, but I think most of all I like the possibilities that this tech system opens up.  What I'd really like to see if every tier having a large amount of techs, but every tech being relatively unlikely to show up.  That way you really do have different, semi-random journeys through the tech tree, rather than just having to wait one more breakthrough for an unlikely tech to show up.  As it is currently implemented, it seems like either that's the case, or there's those end of branch "can research this multiple times" reds that are usually worth taking it they show up.

I guess I'm a little bit spoiled by the SOTS tech tree where your strategies for the game can be wildly altered by what shows up on the tech tree. Of course a system like this has inherent balance problems, but when I play multiplayer it tends to be with friends rather than the random internet elite, so I don't care quite so much.

Reply #57 Top

Quoting Jharii, reply 46

To continue to return back to the same point without considering the possibilites that have been posted, or using your own imagination to fill in the gaps, is coming very close to trolling.  
c

  • We're debating opinions, so if you can flag me as a "troll" for not agreeing with you, I have just as much right to flag you as a "fanboy". I'm not a troll, I look forward to enjoy an improved version of the game. 
  • The issue is not so "settled" as you paint it. Some posters do agree with me, and similar debates have occurred in other forums
  • There's even a mention of the issue in the MasterList!
  • The explanations proposed here are fine, but they have to be stretched really thin to cover everything. Why do I "uncover", conveniently, only stuff of the proper level (heroes and lairs)? Wouldn't I hear of more legendary heroes, first, for instance?
  • When a mechanic TRULY works, nobody complains. Nobody argues against heroes in Master of Magic showing up more frequently as your "fame" increases. Simple and elegant.
  • These issues weren't even my main concern. If you read my original post again, you'll see that my biggest concern is with the lack of interdependencies. See what I mean with a quick glance at Alpha Centauri's tech tree here.

Of course I would NEVER suggest that Elemental should have SUCH a level of complexity. But right now, we're at the other end of the spectrum: absolute linearity, no interaction between the diverse fields of knowledge. If you mean to say that I've bought the wrong game, well it may be. I hope not, but I can't rule the possibility out. Still I think the evolution of knowledge can be represented in a more meaningful manner, as many games of the past have proven. If such an improvement could come even with a paid expansion, I'd be happy to pay its full price to get it.  :)

 

Reply #58 Top

I agree that it feels entirely too detached and lacks flavor. I don't think the entire thing needs to be scrapped though, just eventually reworked. It's a pretty minor flaw compared to things like civilizations and spellbooks lacking flavor.

Reply #59 Top

Quoting mastroego, reply 57

The explanations proposed here are fine, but they have to be stretched really thin to cover everything. Why do I "uncover", conveniently, only stuff of the proper level (heroes and lairs)? Wouldn't I hear of more legendary heroes, first, for instance?

Because you have to find the great ruin of Ib to secure and translate the mural giving you the location of the Vaults of Lollth? :P Funnily enough you do actually know of some legendary heroes. That's what the Morrigan's Notes tech and similar are. The game never actually tells you who these people are, or indeed give you any kind of background information whatsoever, which is probably the real problem.

Reply #60 Top

Well even a "mixed" approach, without rewriting everything, could do wonders... for instance:

  • Let some heroes and lairs remain "resercheable", but have some heroes approach you on the basis of your expansion, influence, might and so on, and have a good part of the dungeons be there from the start
  • randomize the level of the stuff you uncover by "research"
  • reword things a little in any case
  • and of course, most importantly, implement some level of interaction between the different research paths. I want to believe that something can be done without destroying completely what's there already.

I remain hopeful...

 

Reply #61 Top

Its definitely low on the list (below Distinct Civilizations, Fun Battles, Properly Scaling Heroes)

 

Honestly, I think we could solve a lot of this with Distinct Civilizations.

For instance, say Altar has more heroes, better heroes ... something. Something that makes their heroes stronger and more badass. Yet maybe their Red-Shirt military is little more than a Shoddy militia, and therefore their normal army is far less durable.

Then, one Kingdom could focus on making  the best weapons/armor for their Red-shirt army. Heck, maybe even that kingdom has the best elites.

Then, one Empire has the most numerous squads. Like, Perhaps their squad sizes are 50% larger than everyone elses. And yet cost the same MAINTENANCE as if it were the previous number (see 33% discount). Maybe that empire even has +1 population growth (or even double pop growth) for all Towns/Cities below 200 pop

Maybe one empire has "better weapons" (and armor?) in their tech tree, but they all cost at least 1 crystal (or so). But ... their non-crystal weapons are pretty shoddy-weak .. so without magical crystals, their military power is severely limited.

Perhaps one empire has each city start with a Barracks-type building, and has several military techs (early-mid game) which reduce troop training time and maintenance, with a Refined Army Maintenance tech which keeps Reducing their military costs.

Perhaps one empire has really cheap equipment, with some even replacing a metal requirement for Materials. The downside, of course, is that these weapons and armor are less effective. Perhaps either their population grows faster (OR) their soldiers are sturdier/more HP.

 

Maybe one Kingdom has enough advanced trading techs to allow 4 caravans per city (early, medium, late), some in the Diplomacy section and some in the Civilization Section. Then perhaps a "Refined Trading" at the end of the Civ tree. Perhaps this nation is better at making gold and making negotiations.

Maybe one Kingdom is better at farming, and gets +1 food from each food resource naturally. Perhaps it gets 2 more green techs (to increase food production) before Refined Farming. Probably at mid-tree. Perhaps each of their trade routes bring in +1 food (until the caravan is destroyed). Perhaps they can also use Sea-based Caravans, which might bring in 2 food if connected to a food using City. (otherwise 1 food).

Maybe one kingdom is a gossip monger, and gets early access to certain heroes and special locations.

Maybe one Kingdom has a mid-late magic tech which allows them to change the type of a Shard in friendly territory.

 

Reply #62 Top

I believe the tech tree, like everything else in the game right now, is just a framework for Stardock and modders to add awesome things to later. It works, but there isn't much to see yet.

The semi-random tech availability will be incredible once we get a big enough pool of techs to unlock, but right now it's useless as you just end up seeing everything anyway.

One thing that might help a lot with the other issues in this thread would be a quotation or message whenever you choose a new tech. Have the book pop up and give the player an in-character description of how you got the tech and what it does. For example, if you unlock Ereog's Letters, the book would pop up and you might see something like this:

 

Early one morning, a messenger arrives and informs you that {heroname} has requested an audience. Curious to hear what discoveries your chief librarian has made since you last spoke, you travel to the study in {cityname}. {heroname} greets you at the entrance, gesturing excitedly. He leads you to a dusty room filled with old scrolls and parchment, and introduces you to a scholar whom he claims has been studying the cryptic writings of Ereog for many months. They chatter excitedly about ciphers, substitutions, and other tools of their trade but you understand none of it.

Tiring of this, you grab {heroname} by the shoulder and demand, "What did you find?" He looks at you in confusion, then shakes his head and laughs. "Treasure," he whispers. "Secret hordes, hidden lairs, a thousand mysteries now revealed! We have already sent scouts to verify the locations we have read in the Letters. They now wait for strong adventurers to slay the guardians and disable the traps described in these passages here..."

Reply #63 Top

I'm going to have to say I completely disagree with the OP on his primary point.  I think the tech tree is the game's charm.  It is in no way trying to be Civilization or Alpha Centauri or, hell even GalCiv II.  I love how which field you choose to go down means you get a completely different game with different gameplay features accessible to you each time.

I don't think the balancing is very good at this stage, but the general spirit behind it is really imaginative and fresh, IMHO.  I just couldn't disagree with the OP more.  And I love the other games that he mentions -- I just really like this game too.  It's different.  So the answer to the posed question is: maybe there are some balancing issues, but otherwise nothing went wrong with technologies!  They're really cool.