Hey
Since the Game is so close to release one of the big things that still needs tweaking is the rate of technology advance.Technology is referring to the 5 trees (civilisation, war, magic, adventure, diplomacy)
If I could make a preference to the rate of technology advance I'd like to see something similar to the graph shown below.
This model assumes that an empire will continually expand, build more cities, captures territory continually through a normal game.
So at the start of a game your population is small and resources are scarce so technology advance is very low. As your empire begins to expand obviously the rate of tech advance improves a lot. The rate of tech improvement should probably peak somewhere in the early-mid game (I put in 150 turns as an example) and thereafter it should take progressively longer to get new techs (even with an expanding empire).
So all the basic stuff in the tech trees should be relatively easy to get i.e.
- military: getting archers, horses, spears, swords etc should be obtained without too much effort in research (by 150 in the example below). So now you can build a basic army of horsemen, bowmen, spearmen etc. However to improve upon those techs i.e. long bows, plate armor, magically enchanted weapons/armor etc should be more difficult to get (maybe 200-280 from below). By now your technology will allow you to produce a powerful army that can do almost anything.
After that come the exceedingly rarer and more difficult to obtain technologies (maybe you need to do a quest to be able to learn it, or they take a lot of time and or gildar to learn). Anyway these techs should not always be expected to obtained every game due to the cost, time and effort involved. Maybe the game ends before you can learn many of them.
But the idea here is that the tech tree should not end like it does in most strategy games. Things just end up becoming so hard to get that your chance of getting them is very low. This is important for 2 reasons
1. Technology shouldn't end - This is a big failure of most strategy games
2. It keeps interest in the tech tree and makes it worthwhile to continue to invest in it (i.e. you don't abandon technology once everything is learned). These techs should also be interesting - they should do more than give you a simple movement boost or a reduction is spell cost. The possibilities in elemental are enormous. New mineral types for better weapons, new abilities, new enchants, bonuses etc.
How do people feel about this model for tech advance?
Also please note that the number I put for turns is arbitrary - take the graph only as a trend or pattern
