goodmorning all,
It isn't the way i suggested, currently you face a long and expanding list each time you move up a level.
If you choose nothing, why should there be a chance for a RED tech to turn into a YELLOW one? As I understood the new research idea Frogboy suggested, going from Warfare III to Warfare IV is what makes new techs show up, but also what makes RED / YELLOW techs to change to YELLOW / GREEN. Having a tech become easier to get just for 10 (or whatever) RP seems a bit strange to me.
Ya, i'm not 100% happy with this, but the idea is that by putting an extra 10 or N reseach points you should get a higher chance of getting harder to get techs. Either because the new list has all the the old list did, + another chance to pick up any red or yellow techs you didn't get offred the first time, or because the probabilty of getting that red or yellow tech goes up a bit.
Basically the idea is that you look at the tech options (1 of 2 yellows, and not the red you really wanted), and thier costs, (15 RP, 15% RP, 100% RP, ). Currently you're stuck, you choose one of the greens or yellows you don't really want and start again from 0. I'm suggesting an alternative where you tell your Research team to go give it another few days to think it over. They then take the extra RP to give you better options, or lower costs (modelled as higher probabilities to get each tech, lower costs of chooing the techs).
so instead of going Warfar 1, Warfare 2, Warfare 3,...
you can choose to go
Warfar 1, Warfare 2, Warfare 3, Warfare 3.1, Warfare 3.2, Warfare 4,...
You delay finnaly finishing Warfare 3, so you progress slightly more slowly but get nicer choises.
I don't think removing techs from the list permanently is a good idea. If I get to choose between a green tech I want, but have been ignoring for a bit, and a interesting red tech that becomes suddenly available, I shouldn't been afraid to pick the red tech. I shouldn't be forced to choose the green techs I want just in case they won't be available anymore next research upgrade.
Also, I don't think Stardock is aiming for a limit on what techs you can get. Maybe I must something, but I never got the impression that was the plan. If it is, it shouldn't be the low level techs that dissapear, but it should be that high level parts of the tree become unaccessible because of some choice. For example, you have to choose between high level plate armor, or high level leather armor, but you can't get both.
Your right, I don't think Stardock actually stated an intention to remove or make unavalible techs, This was mostly, but not completely, an addition on my part, wrongfully contributed perhaps to stardock. The reason i made the contribuation was because if you're on warfare 45, and not gotten City Walls (for whatever reason), You have the choice between techs that are JUST turned green at 460 RP value, or a tech that was green at 10RP value . . . In the current system were you loose all 460 RP weather you chose walls or 'technomagic sheild of physical repellation' [4th upgrade of the 'wall' concept, or something else, just an example] . . . choosing city wall is poor RP economics . . . maybe the choice should still be there, but if i were looking for a way to clean up the displayed number of availible techs, those city walls would be amoung the first to go (If i've not got them in 44 techs, something REALLY odd's got to be happening that i want them now ,more then i want a tech that is actaully worth ~ 460 RP.)
One could argue moving them to another submenu 'really old stuff', or giving them for free. . . i chose just throwing them away to clear clutter... I'm not overfond of that solution but it seams the cleanest, clearly your researchers have no inclination to walls, or you'd have them.
Anyway that's me two cents, take care.