So this really devolved into Steamtalk.
I like the concept of blind research at least as an option but not total randomness.
Each species should have a baseline tech tree that is always available and then unlock random branches. For instance, research materials in space provided you with increased research rates and that was it. Why not tie in a system that gives you access to a new branch of research for holding that material. You don't know what it will inspire your people to design and thus becomes a reason to invest in them. Could even make each material capable of unlocking different tech from different fields, though these materials would need to become far more scarce.
Quoting Xsifilad, reply 8
Quoting Gucky13, reply 3
Since you're working on the tech tree take a look at Pandora. They have tech era like civilisation combined with a randomized tech tree. Also you an option to only see the next tech to research linked from already researched items instead of the whole tree - which i realy like.
Can you clarify what you mean by this are you suggesting that not the whole tree is random. Sorry I never played Pandora. This is really confusing me.
Quoting Xsifilad, reply 8
The randomization part is fun but it destroys the "lore" of a tech tree an example is you have to research mining in order to get to the naval transportation tech, that just makes no sense.
If these two ideas are the same then I would agree. Matter of fact I'm not sure if any one specific tech ideas I've used or modified is better. Talking about the top Quote. Now if they are different then I think the last part is a bad idea. I like having some control over what I research. I avoid games wuthout tech trees even when they find some other solution. All randomization would be the same. Partial randomization with a different base tech tree for each faction is a good idea as long as I have an option on what to research.
Quoting Xsifilad, reply 8
Also one of the reasons i especially preferred GC2 style tech tree over Civ style is that its not one giant tree moving in one direction. In GC2 its many trees growing on their own depending on where you choose to allocate your efforts.
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Agree on that multiple tech trees are better than one tech tree. I did like eras though.
Quoting Xsifilad, reply 8
Agreed! While I like the idea of randomization in a tech tree (or trees), some parameters need to be included. I like the idea that some 'discoveries' in one area may help progress in another area. RL example: Invention of plastics affected food delivery/storage, medical equipment, parts for vehicles, and surgical techniques (and many others?). With fantasy (future) techs, we can have connections that are not apparent at beginning of each game. This would create some variety.
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This part added to trades idea is a good option if you add this to if you pick certain tech options it would cause others to disappear. I think this is a good addition.
Quoting Xsifilad, reply 8
Also, One game, I don't remember which, had current tech projects noted with a percentage chance it would be completed in one turn. Upon first beginning research, the % would be very low. Each turn, research points would be added (based on empire choices/distribution), and the probability of completing the project would increase. Each turn, the game engine would make a roll based on current probability of completion. The length of time needed to research a project would not be set in stone. Even at 99% a poor roll could force player to wait an additional turn (cost overruns, etc). The basic idea here is to reduce the precision in tech planning. No longer will a player know that the new phaser tech will be available in 9 turns. Now it will be in about 9 turns. It might be 8, with awesome luck, 6 turns. Or the research facility might be off for abit and it takes 10 turns. Variety. Quoting Xsifilad, reply 8
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Scary realistic this wouldn't affect the game for me either way as long as the Ai for this was hard and not easy. If the Ai couldn't do this good then I wouldn't want this it is already to hard unless your the Torians or the Thalans to keep up with me. If the Ai couldn't do at least as good as it does now I definately wouldn't want it. If the Ai could do as good as it does now then this wouldn't affect how I feel.
I think Trade came up with a way to make this work. 100% randomization I can't support it might actually make me change games. If people actually would play this way as the second idea then it would make a viable option I would never play. Trades idea though would work as a major game for me. my comment only makes sense as an understanding that I quoted two randomization ideas. One was good the other wasn't there were five ideas total.
1. Every faction has a different baseline tech trees. Resources found on the game unlocks tech paths for you, and then as you research normally your people will do research on their own depending on their needs and what kind of faction they are.
2. Not sure what the second idea is. It's talking about randomized techs while you can see the techs immediately in front of the tech.
3. Multiple tech trees
4. Dicoveries in one area affect another area on randomization. My added to this idea was it would eliminate others. These two ideas could be added to the first.
5. Percentage rolls instead of tech turns. Not sure what to make of this.
I outlined this because I was starting to see confusion hopefully that clarifies. Oh yeah I'm in support with ideas 1, 3, and 4.