Idea Improving Research System
I just got access to the Beta yesterday, and as I was playing around with it, I thought that the tech research system could use some improvement. It isn't that it is a horrible system by any means- it just strikes me as kind of stale. One problem I have with it is that it seems inefficient to me to choose a research path and then select a technology from the list when the timer is up. I could already see what techs I would be allowed to pick from and what they are able to do when I initally selected a research path, so it would have been faster to just allow me to pick which one I wanted to research to begin with and spare me a pop-up later. I also think there needs to be an element of randomness thown into the system. When I play strategy games, I tend to experiment only until I find an order I like to do things in. For research, this means finding what I think to be the most optimal order of trechnology research for my play style. I then use that same order for every game I play. I'm not really forced to change very often, which quickly means that research becomes boring. It also tends to make my thinking stagnate since I'm not really forced to ever consider new strategies. I think the current system needs a greater element of randomness to it. A couple of ideas I had for that:
1) Reorganize the tech into general categories called "Hubs". Each "Hub" would have several specific technologies connected to it as "spokes". You would select a Hub to research and when the requisite number of turns had passed, you would get one of the spoke techs at random. Some of these spokes would then connect to other hubs. For example, there might be a base hub called "Defensive Technologies". This hub might have things like Shields, Armor, City Defenses etc. as spokes. You would select the "Defensive Technologies" hub to research, but you would not know which of the spoke techs you were going to get until the research was complete. Say you earn Shields. Not only would this let your soldiers use shields, it would open up a new hub called "Shield Improvements" that would include things like specific shield designs and shield tactics for research.
2) Have there be a chance every time you gain a new technology that you get an "improved" version of it, or some other passive bonus that would be logically connected to the topic you researched to simulate the fact that scientists persue different avenues during their research and sometimes come on unexpected things. This bonus would change depending on if your civilization was good or evil. For example, say you research a tech called "Medicine", which normally gives a bonus to population growth. There would be a small chance (like 10-15%) that you would gain an additional bonus connected to that research. For good civilizations, this might be something like "Field Hospitals" that would allow troops to slowly heal in the field without using a spell. For evil civilizations, the bonus might be "Effective Interrogations" that would provide a passive bonus to espionage, since they would use their new found knowledge of anatomy to better torture captured spies.