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(2 edits)

I was thinking of a new way to do a tech tree when that comes up.  With most stratagy games we see, the tech tree is static and the same across all factions.  wait x turns until this new thing becomes available to us then we can begin production of this standalone unit/structure.  What i was thinking was a more fluid design where the whole point is to improve existing technology; put enough effort into some topic and you get a "eureka" where some scientist creates some revolutionary improvement.  For instance select improve spears to improve their damage through new modifications like serated tips or poison dipped tips.  Eventually you'll max out on what the tool can output and so as you're progressing with your improvements you'll get an ever increasing percentage chance of achieving that new eureka item as research progresses (with a 100% once the item's abilities are maxed out).  Also i don't think it would be very immersive to show a direct tree branch link between tech x, which progresses to tech y, finally to what you need with tech z.  I think it would be cooler if when you get a eureka the game rolls for a new technology to unlock in that category (it would be stupid to unlock a new food producing technique by putting your research efforts into armor).  This would provide tenser moments where a player has to cross their fingers to hope for the specific tech they want to beat a situation (i.e. better weapons to stave off rapidly encroaching Masklings).  A point i forgot to add would be that in games like civilization, i hate how there is no cultural difference between empires in tech (besides 2 specialized units); throughout history we see different nations investing in different concepts that work with the land their given to end up with drastically different item designs from those across the world (EX: 17th century Europe with advanced ships that could decimate any navel force in the Indian Ocean with breeze, or even the Russians pushing both Germans and French out due to them not paying enough attention to winter clothing nor food supply lines).  Things like this would make every game very unique and not so predictable that experienced players will always know what route to take to maximize their situation.  

Sorry for the long post I hope this sparks some creative ideas among you guys.

(+2)

It's still a way off, but I've been toying with not even doing a tech tree. From a thematic standpoint I don't it really makes sense. When I think of the bronze age, I think of large palace complexes, expansive trade networks, the first laws, and a devastating collapse. The typical progress-through-technology aspect of Civilization and the like don't fit into that image for me.

Instead I'm thinking of something more akin to the Book of Laws from Frostpunk. Instead of a linear progression, you would be able to specialize your empire through laws. Most laws would offer some form of choice and trade-off. Religion, for example, one of the early laws could be a choice between venerating the gods, or venerating the king. The first choice would lead to a stronger priesthood and temples, the other would lead to a stronger king. Forcing the player to choose between options will cause their empires to evolve and specialize, so that one player could end up radically different than another.

Tech trees in games are often used to gradually ramp-up complexity, helping to ease players into the game. The  book of laws wouldn't really do that, so I see a separate progression system based on access to items (such as Mudbrick, Wood, Copper). This system would hide items in the UI until the player has gained access to pre-requisite items. For example, at the start of the game the player wouldn't have discovered mudbrick yet, and so wouldn't see the option to build any structure that requires it (i.e. most of them). But they would be able to construct farms or a brickworks. Once they build a brickworks they'll discover Mudbrick, and gain access to more construction items.

This would move players along a chain of items, and increasing complexity. The end-state could involve a dozen items all linked in intricate production chains, requiring long ranged trade. I think this would be a fairly natural way ease new players into the game, without needlessly slowing down to progress for the player, without locking experienced players behind arbitrary gates. It would also fit thematically, mirroring the complex trade networks at the height of the late bronze age.

Thanks for the post!

Sounds very fun.  I think you could really do a lot with an ever-changing law code, and it would be refreshing to see a stratagy game that doesn't require you to sit and wait for the next new toy.  I'm looking forward to what you can pull off with it.

Those are some excellent ideas, I'll keep following the progress to see how it turns out