How is the progression of tech research for people?

I like how the tech tree has been streamlined however it seems like it doesn't pay to concentrate solely on one tree . In the games i've played so far, there have been times when, for example, I could research heavy armor in 162 turns or in 85 turns I could get more than a few useful lower tier magic and  civ techs. Maybe achieving that late game tech before other factions would still allow you to compete if you didn't grab the lower level techs, but I haven't played enough to confirm. 

I don't think the way tech research works now in FE is a bad thing .  Generalizing among trees early on and then choosing a path down each tree mid-late game , but not focusing on one tree in particular, is how the progression has typically unfolded for me. When comparing to WOM, it feels like I have less control over which path I choose but I imagine it is that way to keep the trees balanced. 

10,596 views 16 replies
Reply #1 Top

Too slow - I'm actually totally ok with generalizing early, specializing later, but it's still too slow currently. I've finished multiple games without reaching the end of any of the three trees.

Reply #2 Top

I think it's good where it's at. If you want faster progression, choose that in the game options at the start of the game.

Reply #3 Top

Just fine. The AI isn't competitive enough to really cause me to reach the end of the tech tree. It will be nice when we get it competitive enough to make the end of the tech tree more viable, but I don't have a problem with the pacing. It could be sped up a little bit, but it is fairly close to optimal so that it would be easy to make it too fast.

Reply #4 Top

i don't need science as i have stack of 4 >10 level heroes around 100th season. So unless heroes somehow rebalanced(due to AI change i suggested in my recent thread or due to some other fix) tech speed is not really relevant.

Reply #5 Top

Quoting Mtrixis, reply 1
Too slow - I'm actually totally ok with generalizing early, specializing later, but it's still too slow currently. I've finished multiple games without reaching the end of any of the three trees.
End of Mtrixis's quote
  This.

Reply #7 Top

Quoting Mtrixis, reply 1
Too slow - I'm actually totally ok with generalizing early, specializing later, but it's still too slow currently. I've finished multiple games without reaching the end of any of the three trees.
End of Mtrixis's quote

I third that. As far as I can tell the tech trees and the bonus they provide are decent enough (even if balancing is still a big issue, especially considering the overpowered champions), the only gripes I have with researching is the speed. Even if you set the research rate to fast it is way too slow after the first three or four tiers of techs.

Reply #8 Top

I think it's a little too slow, mostly at early game.

 

Reply #9 Top

Hard to comment on until there are some fixes to the rest of the game. Currently the Civics Tree does not change tech speed enough IMO. It would be much nicer to see research bonuses applied the same way attack and defense is set up. 

A University for Civics Tree, a War College for Warfare Tree, and a Conservatory for Magic Tree. If there were research buildings that gave you percent bonuses to all forms but more in one area, it would make things more interesting. Right now researching all the way up the research tree takes longer than just going after the techs you want. 

Reply #10 Top

Quoting seanw3, reply 9
Hard to comment on until there are some fixes to the rest of the game. Currently the Civics Tree does not change tech speed enough IMO. It would be much nicer to see research bonuses applied the same way attack and defense is set up. 

A University for Civics Tree, a War College for Warfare Tree, and a Conservatory for Magic Tree. If there were research buildings that gave you percent bonuses to all forms but more in one area, it would make things more interesting. Right now researching all the way up the research tree takes longer than just going after the techs you want. 
End of seanw3's quote

Great analysis of the existing problem with tech, Sean. I haven't played it long enough into games to talk to how quickly (or not) research happens, but it should certainly play a larger role than just relying on champions to buffet enemies into submission.

I see in the next patch that hero leveling has slowed down and enemies in the wilderness increased in strength. That should increase the need for better technologies/improvements.

Reply #11 Top

I already started a thread on this topic a few days ago, but since this the active one, I'll chime in and say that I feel the tech tree is far too slow and I wish the option to speed it up was much, much faster.

 

Reply #12 Top

Quoting Lord, reply 10


I see in the next patch that hero leveling has slowed down and enemies in the wilderness increased in strength. That should increase the need for better technologies/improvements.
End of Lord's quote

 

Where can you find these new patch notes?

Reply #13 Top

It's a little on the slow side.  Though I think that's mostly because there are too many techs that don't do all that much.  In terms of gameplay, the time between new techs is pretty decent.  You have to play the game with the techs you have access to, not just wait for your research to quickly steam through a bunch of techs so you can do awesome-thing-B.

The problem, though is that I wait through dozens of turns to get... drum roll please... warg riding... woop de doo.  This is just a redux of the too many buildings problem.

My idea is to divide techs into branches and leaves.  Branches would be integral techs that cost a lot to research and make a big difference in the game.  Leaves are support techs (like warg riding) that offer distinct advantages/weapons that you can either research normally or buy using gold/mana.

 

Reply #14 Top

Quoting malichai11, reply 11
I already started a thread on this topic a few days ago, but since this the active one, I'll chime in and say that I feel the tech tree is far too slow and I wish the option to speed it up was much, much faster.

 
End of malichai11's quote

When you create a game and choose the faster tech option, how much more does it increase the research rate? 50%? 20%?

Quoting malichai11, reply 12
Where can you find these new patch notes?
End of malichai11's quote

It's a pinned post in the FE Support forum:

https://forums.elementalgame.com/415307

 

Reply #15 Top

Quoting sweatyboatman, reply 13
The problem, though is that I wait through dozens of turns to get... drum roll please... warg riding... woop de doo.  This is just a redux of the too many buildings problem.

My idea is to divide techs into branches and leaves.  Branches would be integral techs that provide big benefits and cost a lot to research.  Leaves are support techs (like warg riding) that offer distinct advantages/weapons that you can either research normally or buy using gold/mana.
End of sweatyboatman's quote

Agreed. Some of the per-requisites seem non-associated. I really like the branches and leaves idea. It would seem to provide some advantages to just getting a tech versus really investing in it. Unlocking a branch could then allow you to choose which leaf you wanted to invest in, whereas now you just get all or nothing with each tech.

I also dislike how currently Exploration falls under the Magic category. It doesn't fit well under any of the others, either, so I suppose that's the best spot for it.

Reply #16 Top

Quoting Lord, reply 15
I also dislike how currently Exploration falls under the Magic category. It doesn't fit well under any of the others, either, so I suppose that's the best spot for it.
End of Lord's quote

There's a thread out there somewhere that suggests doing away with the quests restrictions altogether.

Personally that makes sense to me.  You should be able to recruit high-level heroes if you have the money to pay them.  You should be able to explore the darkest dungeons (and die) if you are foolhardy enough.