My roommate and I, both lovers of the game and science, have been tossing around ideas on a mod for the research system in the game. I thought I would be the opinion of the community at large before I bug my programmer friends and dig into the dark world of XML myself.
So, our quip with the current research system is that it is linear and easy to understand. You can see what is coming, click on a research down the line and get there easy. This is fine for games and I am sure it is fine for most people, but I would like a different system. A system that mirrors the randomness and uncertainty of research in real life, but is still influenced by player choices and actions.
What I am imagining is complicated, so please bear with me while I get this into words.
1- The current research tree would be broken down into all of it's parts. Instead of getting weaponsmithing you would get one weapon at a time. For some things it would make sense to do it the old way, like for shard shrines. Having access to air shards but not earth shards would be just awful. The same for suits of armor. But for most things breaking it down into pieces should work better with the other features.
2- The research tree that is unresearched is hidden from the player. You can look at the stuff you have uncovered and how they relate to each other, but not down the line and see how close you are to the doom hammer.
3- Research as a resource is removed or highly modified. Instead everything will generate proportionally more gildar, and you need to fund researches with this money.
4- Instead of selecting a research to work towards, every round you have a % chance of a discovery. And when you have a discovery, one is selected from a weighted list of all the next in line research for you. The weighting would take into account several things. Every other encountered faction, their completed research, and their attitude towards you. Research being in the world makes it easier to figure out. Technology treaties would offer a significant advantage to this bonus. Your faction bonuses, warrior, mage, civics, etc. And additional resources that you funnel into research. For example if you have a lot of iron, spend some on research, your chance to get a discovery that uses iron, or is in some way related to iron would go up significantly. In this way discoveries are weighted towards allies research, and the resources you actually have available. So an alliance might end up looking similar equipment wise, and if they had a ton of crystal they would be coming at you with some serious enchantments. Also every research building would improve discovery chances.
5- Conclaves would become more special. A conclave when built will prompt the player with a message from the researchers in the city. 3 or 4 windows will pop up and that many different researchers will ask for grant money for a specific research. One peasant looking one might ask for 50 gildar and some of the cities food to try and make better farms. A scholarly looking guy might show up saying he has an idea on how to tap into the elemental shards for greater power, and a military person might ask for some gold and iron to try and make a better club. After selecting one a bonus to the chance to get that as a discovery increases drastically. But related discoveries would go up too, and a few random unrelated ones. The peasant might not find how to farm better, but he figured out how to revive the land with magic. The warrior did not make a better club, he found out how to imbue iron with a hint of magic though. The scholar had no idea what he was doing, but found out that a byproduct of crystal refining is an AMAZING fertilizer. It is a random system, but it still takes in player choices that effect it significantly.
6- And finally... I for one really want more things to research! I would want to make many more weapons. More and different daggers, enchanted ones too. A few new armors, with enchanted variants. Spesificaly a new light armor, brigandine, that is better than leather, more expensive and does not need a perk to wear. I also think that the perks you can use to make units should have more, and be researchable. Also cross discipline dependencies. No more making enchanted armor without knowing how to make armor. I just want the research tree to be more interwoven, and a joy to explore.
Thoughts?