Tech Tree
Posted: Mon Jun 17, 2019 11:50 am
A game-elevating addition to the game could be a tech tree feature, which is a well proven games-concept.
Instead of having a flat "tech" upgrade coefficient, make a Tech Tree that has a few paths of tech.
Benefits
Points of care
Implementation
Either on the Training page, or a new Technology page add a vertical tech tree where all upgrades are already visible.
Getting one upgrade enables the next one. All costing an increasing amount of experience.
It's important players know all options down the line of a branch. Could be done within the current look of the game without much hustle.
Ideas for tech upgrades
Instead of having a flat "tech" upgrade coefficient, make a Tech Tree that has a few paths of tech.
Benefits
- Replaces the currently dull feature of tech coefficient on ALL 4 stats (and even economic upgrades)
- Adds another level of depth to the strategic part of the game
- Rather than a boost on all 4 stats, you'll have to choose. This fulfills the wish of many people whishing to see a secondary bonus for races
- Makes accounts more unique
- Gives players more goals to work towards, which makes the game more fun
Points of care
- Make sure there are enough branches in the tree to avoid people choosing just one tree in full depth
Example for bankers: make some gold generating upgrades in one branch, but DA bonus in another branch
- Make sure the tech choices for big mains aren't too easy so it just becomes a flat boost to their size/strength
- Careful that the tech tree doesn't become "everyone do this, which is best" kinda thing where it's already planned out before an age starts (like econ is now calculated before the age even starts)
Implementation
Either on the Training page, or a new Technology page add a vertical tech tree where all upgrades are already visible.
Getting one upgrade enables the next one. All costing an increasing amount of experience.
It's important players know all options down the line of a branch. Could be done within the current look of the game without much hustle.
Ideas for tech upgrades
- Incorporate growing gold bonusses to replace econ upgrades
- Upgrades for individual stat coefficients
- Upgrade for stealing ratio benefit (normal random = 70-100%, increasing the 70%)
- Upgrade for stolen reatio benefit (same as above, but lowering the 70 when you get attacked)
- Selling weapons repay amount (increase the 70/80% amounts slightly, or start lower at begin of age)
- Increase officer bonus amount
- Enabling the Safe, though I wouldn't be a fan
- Increase Safe percentage per turn (increasing from 10%)
- Increase turn generation
- Increase recon/sabotage probability
- Increase sabotage in yourself interception probability
- Increase mercenary max (25%)
- Increase strength vs conquests