Tech Tree Advancing

Started by ChaosCraig, November 19, 2017, 01:44:26 AM

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ChaosCraig

I know this has probably been brought up somewhere. But I am really starting to get into tribal starts and the only issue I really see with them is a lack of advancing through the tech tree, the mod that used to do this in A17 was Tech-Advancing but it is no longer being supported plus I feel as if it should just be part of the base game. You cant really advance at a reasonable rate when your tech is being slowed by 400% at some point you shouldn't be hindered because of your starting condition, I think that yea research should start slow and you eventually advance to the next tier of the tech tree like the Tech-Advancing mod did. If your people are getting better at research then I don't see any reason that you wouldn't advance through the tech levels.

Sixdd

#1
+1,000,000 for this!

The idea that your people can't advance in the tech "levels" because they started out as a tribe has always bothered me, it just doesn't make any logical sense. Not to mention that you are constantly being bombarded with drop pods from refugees and pirates, surely you could learn a few things from those.

For those that want this feature right now there is a mod called Change Research Speed that advances the tech level when you complete all research from a level, also it lets you adjust research speed if you wish.

GHXX

It's back :P (just click the link below)

Scrabbling

The mod is fine but please don't add this to vanilla. I just started Crashlanded again after quite a few tribal starts and research happens so fast that there is no sense of achievement at all. And for tiered research like guns in B18 there is no incentive to craft subpar weapons if you can just wait a day or two longer and have Assault Rifles researched.




Third_Of_Five

Quote from: Scrabbling on January 08, 2018, 06:11:46 AM
The mod is fine but please don't add this to vanilla. I just started Crashlanded again after quite a few tribal starts and research happens so fast that there is no sense of achievement at all. And for tiered research like guns in B18 there is no incentive to craft subpar weapons if you can just wait a day or two longer and have Assault Rifles researched.

I'm inclined to agree with this. Perhaps there could instead be a setting you can adjust when creating a new world, that sets whether you can advance to higher tech levels (resulting in an exponential increase in research speed) or if your tech level is locked permanently? That way people will be able to choose how they want research to work based on their own personal preferences.

BlackSmokeDMax

Quote from: Third_Of_Five on January 08, 2018, 12:18:20 PM
Quote from: Scrabbling on January 08, 2018, 06:11:46 AM
The mod is fine but please don't add this to vanilla. I just started Crashlanded again after quite a few tribal starts and research happens so fast that there is no sense of achievement at all. And for tiered research like guns in B18 there is no incentive to craft subpar weapons if you can just wait a day or two longer and have Assault Rifles researched.

I'm inclined to agree with this. Perhaps there could instead be a setting you can adjust when creating a new world, that sets whether you can advance to higher tech levels (resulting in an exponential increase in research speed) or if your tech level is locked permanently? That way people will be able to choose how they want research to work based on their own personal preferences.

I agree as well. I think slower research was one of the big reasons tribal was included in the game to begin with. Something to somewhat up the difficulty and slow the game. Removing that in vanilla with no options is a bad idea. Either place options in the game or just leave as a mod!

Texaskimo

What about adding a skill requirement to individual research projects? Something like this:

In general, research projects have a required level for "intellectual" based on what the tech level is. For example passive cooler has a requirement of intellectual 0 because it is neolithic, while complex clothing requires intellectual 4 because it is medieval, colored lights requires intellectual 8 because it is industrial, and shield belt requires intellectual 10 because it is spacer.

In addition, some research projects have an additional skill requirement such that you need a pawn with a specific combination of intellectual and other skills to actually do the research. For example, maybe vitals monitor needs to be researched by someone with intellectual 8 (industrial tech level) and medicine 8 (employable professional, because it's near the top of the medicine tech tree).

Deep drilling would require some mining skill, hydroponics would require some growing skill etc.

This would add a gating element to the research tree that could only be achieved with a diverse, mature colony and would almost certainly slow down access to the end of the tech tree.

AileTheAlien

You could just make an edited copy of the tribals start game. Just hit the editor-mode button, and delete the part that slows down their research.