Tech tree improvements?

Any chance the tech tree could be improved so that more details are visible on a selected tech? Many of them don't provide me with nearly enough info to make choices, and there doesn't seem to be any sort of more detailed view for technologies. Most selected techs have a few sparse lines about what they provide, what techs they unlock (sort of superfluous with the tech tree visible below), and then a ton of empty, unused space

Additionally, unless I'm missing something, I can't pick a later tech and have it automatically research techs needed to achieve that tech
12,931 views 23 replies
Reply #1 Top
Yeah, the interface right now is pretty clumsy. The window for the actual tree is too small in the default view, and if you go to the fullscreen tree view, there is no info on what each item does.

What I'd like to see is just some context on the fullscreen view, like being able to right click and get an info popup, or something. In a good UI design, you wouldn't need two different window options to see the tree and make decisions.

I guess it wouldn't hurt to have a feature that let you choose an advanced tech, and then stayed on the path to that tech. The game already does that for items that don't require branchind (defaults to the next tech in series), but this would take care of branching options. I probably wouldn't use it though, because I shift research around too much based on changing situations, or what I'm able to pick up with trading.
Reply #2 Top
I'd like to see the option to queue up serveral different techs, even from different branches of the tree, perhaps by shift-clicking. E.g- clicking on Lasers II, then shift-clicking on Miniaturization, then shift-clicking on Point Defense would mean "Research Lasers II, then immeadiately begin on Miniaturization, and when that's finished start Point Defense."

And of course you could always change your selections later if need be.
Reply #3 Top
I really would like to see a tech tree with each item a hyperlink to a pop-up that told exactly what each item did. That way, you don't have to change the appearance, just link the names, and allows the player to look up what each item of the each tech does at their leisure.
Reply #4 Top
Yeah, the tech tree is a horrid pile of trouble to navigate as it stands.
Reply #5 Top
I'd like the ability to research more than one branch of the tech tree at a time and adjust the percentage of resources allocated to each branch. Much like the original MOO could do long, long ago....
Reply #6 Top
Just adding some tooltips would help a lot. When you hover over a tech in the list or tree, it should tell you what that tech does. When you hover over an improvement/ship part in a tech description, it should tell you what that thing is and does.

But there's definitely some core UI problems with the tech screen. It's a pain to not be able to select a research goal and have the game queue up the intermediate techs. It's a pain to not be able to select a sequence of techs to research. It's a pain to scroll around the tree trying to find the branch you're interested in researching. And it's a pain that the game doesn't tell you what anything costs, other than in "weeks", so you can't make an informed choice between two techs.
Reply #7 Top
Ability to zoom out a bit would be good, and make the bottom viewable portion fo the tech screen BIGGER. Also listign mayeb cost more prominately, like by zoomign out I can tell how long eacht ech woudl take so I dont have to click each one.
Reply #8 Top
the game doesn't tell you what anything costs, other than in "weeks",


If you are really interested, go to /data/English/techtree.xml and open it up - As for in the game, "weeks" tells me the division result already, and in this game, unlike GC1, leftover research credits go to the next tech you select so the management to be efficient with the credits isn't necessary.
Reply #9 Top
the game doesn't tell you what anything costs, other than in "weeks",


If you are really interested, go to /data/English/techtree.xml and open it up - As for in the game, "weeks" tells me the division result already, and in this game, unlike GC1, leftover research credits go to the next tech you select so the management to be efficient with the credits isn't necessary.
Reply #10 Top


If you are really interested, go to /data/English/techtree.xml and open it up - As for in the game, "weeks" tells me the division result already, and in this game, unlike GC1, leftover research credits go to the next tech you select so the management to be efficient with the credits isn't necessary.


It would be nice to know the cost for trading reason.

Also, if you get to queue up trade, leftover research might actually go to a tech that you want instead of the tech behind the one you are researching.
Reply #11 Top
I really would like to see a tech tree with each item a hyperlink to a pop-up that told exactly what each item did. That way, you don't have to change the appearance, just link the names, and allows the player to look up what each item of the each tech does at their leisure.


/signed

Seriously, I never played the first GalCiv so if some of these techs are from the original game I'm at a loss. Like sensors (whatever rank) gives : Eyes of the Universe. This sounds cool, but I don't know *what* it does. If I could hover over the name "Eyes of the Universe" and get a pop-up or even if I had to click the word to get an in game 'dictionary definition' or something, that would be awesome. It would definately eliminate a lot of the trial and error I've been using to find out if I like researching down specific tech trees.
Reply #12 Top
I don't mind "excess" tech research being "rolled-over" to the next applicable tech down the tree - in fact it maks a lot of sense to me. If I'm researching Laser II and easily finish my research in a given week, I would expect that I would use the rest of the time that week scrubbing my notes and examining details during my research that would allow me some insight to the next advance (Laser III).

Where I would really like to see more detail is in the "beaker cost". I don't mind the "weeks" description of time required when I start a new tech on the tree, but I would really like the cost available somewhere for trading purposes. I'm sure I will intuitively figure out the cost eventually, but it really sucks to be evaluating a trade offer and have no idea how relatively good a trade might be. I am sure I have made some not so intelligent trades during my games so far.
Reply #13 Top
I have no problem with the way the tech tree is presented per se' but I do find it irritating to see that a certain tech is going to be applied to a ship design only to have it tell you that 2 or three other techs are needed to access it but it doesn't say which ones. It's really a pisser when your being attacked by cruisers and heavy fighters early on in the game by the AI and you've been researching military techs like crazy but only very rarely do you actually receive ship designs. In a way you are making the player continually guess which techs to upgrade too even though you attempt to say what each tech does. Is there a definitive tech tree listed somewhere or am I missing something. I'm all about discovery and fun but you've got pretty decent AI and they seem to know exactly what techs to develop to kick your ass early on in the game and it makes for some frustrating gameplay
Reply #14 Top
Yep. I was disappointed when it told me that lasers were the weakest weapons when I'd already researched them. But now I know that I can fit more on my ships than, say, mass drivers. And I have some specialized gunboats with stingers
Reply #15 Top
There have been some very good suggestions here about improving the tech tree. For me, this is also the biggest stumbling block of the game. Especially for the beginner as you end up researching mainly because something sounds cool but you don't actually have a concrete idea what it does.

Tech tree reseach is critical to whatever strategy you decide to play. And it takes so long to reseach the techs that the "trial and error" method required to learn what the actual items and bonuses do takes ages and can be off-putting. Simply providing more detailed information would fix this and remove some of the frustration beginners may have with the game.

Cheers!
Reply #16 Top
I have been playing this for three days with the reasearch set to 'fast' , and it still takes seemingly forever to reasearch anything. This is especially frustrating when you don't know what exactly what they do, how 'nesessary' they are, and what exactly they lead to.

I really like this game, but I really feel that the tech-tree/reaserch line isn't well optimised. They should have included something to allow more lines of research. Maybe something like 10-15 labs (plus a Research capital?) per a reasearch line. This would allow as much flexability and bonuses that are received by economic and manufacturing plants.

I really feel it shouldn't take 2 years (in game play measured by weeks) to go from tiny fighters to small, and an additional 4-5 years to work up to MEDIUM when you have 40-50 labs spread out through your territory. Especially when your also trying to research some of the other stuff that might be nesessary to USE them.

What do you think?
Reply #17 Top
really like this game, but I really feel that the tech-tree/reaserch line isn't well optimised. They should have included something to allow more lines of research. Maybe something like 10-15 labs (plus a Research capital?) per a reasearch line. This would allow as much flexability and bonuses that are received by economic and manufacturing plants.

I really feel it shouldn't take 2 years (in game play measured by weeks) to go from tiny fighters to small, and an additional 4-5 years to work up to MEDIUM when you have 40-50 labs spread out through your territory. Especially when your also trying to research some of the other stuff that might be nesessary to USE them.

What do you think?


Well, I think multiple research lines would just add more micromanagement with no real benefits. This is assuming the total time to research each individual tech remained the same, and you're just splitting up the labs' efforts. In other words, you wouldn't reach any single tech any faster than you do now.

Also, having a single line of research means it's much easier to suddenly switch gears if the strategic situation changes. For example, the enemy suddenly starts using a different type of weapon or defense. In a situation like that, I'd be setting everything but the critical item to zero research anyway. Since I always seem to be needing some critical item or other, it's just easier to keep track of it as a single line of research.

If the overall pace of research seems too slow, try doing a lot of tech trading with other factions to bootstrap your research. Or build more labs. Maybe it's possible to mod in a "superfast" research rate.... I don't know if that can be done or not. Just remember the AI will get the tech just as fast, and you'll have to counter that.
Reply #18 Top
Although the split, and colour coding is nice and intuitive, as is laser1, 2, 3 as opposed, mass quantem spectro-blah techno babble, it has some serrious issues.

For example, say I want a certain mod/improvement for my ships or starbase, here is the game you play.

1. Go to tree view, since letterbox is too small to move around.
2. Guess which tech may have what you want!
3. Select this Tech. This had the side effect of changing your research goal, you *must* click on it though or you won't be able to read it.
3. Go back to letterbox view (while in tree view you cant "see" whats inside the tech box!)
4. Read the tech description find out its not there.
5. Go to setp 1 and repeat until mod if found.
6. Alt tab to third party program to find a description of the benefits the mod/improvement provides.
7. Check whether other improvements/techs are needed to complete the unit you may want.
8. If not complete yet, go back to step 1!
9. Re-select your original Search goal.

Phew! Come on dudes, this is a UI nightmare!
Reply #19 Top
it should really change from weeks to months it would be more realistic

because really it took 5 years for the german army to take most of eroupe while t takes 12 weeks to defete most of an etire space civilisation not too realistic
Reply #20 Top
People that want realism in a game where you're shooting bugs with lasers in spaceships make me laugh.
Reply #21 Top
Dont be like that. A game can be both.
If it wasnt somewhat realistic, then spaceships wouldnt be nessesary. People would just fly around naked in space, shooting lasers out their fingertips.

So a degree of realism is always needed...
Reply #22 Top
I haven't seen any change to the tech tree in the 1.1 beta Hoping this is still on the table for revamping
Reply #23 Top
People would just fly around naked in space, shooting lasers out their fingertips.


You say that like it's a bad thing...