Random Tech Tree???

Completely random tech research huh? Why in the world would you think this is a good idea? Early game tech focuses around building planetary improvements and maybe starting diplomatic research. Hulls and weapons come later, after you have the infrastructure (research and manufacturing buildings) to quickly research them. What good does do to have the ability to put weapons on a ship if it takes me 33 turns to produce it? Do I need the option to research kinetic weapons or shields (11-15 turns) when I really want to research better research buildings or manufacturing buildings? This randomizing of techs really takes away from the strategy of the game and turns it into a matter of chance or luck. Real world science doesn't discover a new polymer taht is just as strong yet 20% lighter one week then suddenly say "hmm, instead of finding a way to use this polymer to make stronger or bigger ships, let's try to find a way to be more diplomatic with our neighbors." 

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I do kind of agree with the random tech stuff.    But i do kind like the mechanic of the "discount" on research for those defaulted techs.   It sometimes stops me from "doing the exact same thing" every game.

However I feel like you should be able to force a specific tech, even if maybe at a penalty.

However I DONT agree with your assessment of the cookie-cutter research model.  There are LOTS of play styles.   You can do things like research weapons early, and then pay to rush it....now you have a ship WAY MORE POWERFUL than everyone else.