New research mechanic suggestion.
A quick suggestion for the new research mechanic.
As proposed you'll end up with a HUGE list of technologoies to choose from by say level 7.
even at level three we already have
- Barracks (green)
- Weapons (green)
- Leather Armor (green)
- Plate Armor (yellow)
- City Walls (green)
- Archery (green)
- Fortify Position (red)
For options, if we only get one tech per break through by level 7 the list of possible techs to get will be unmanageable and will require a search option just to find the tech you want. ouch.
I would suggest that instead of just adding 10 RP each level and starting the counter from 0 each time, that the colour of the tech change the starting point, or the number of RP needed.
I would suggest that changing the starting point would be easiest.
So when shown the Options you see somehting like (luckly that all options for level 3 were granted by the RNG)
- Barracks (green) (-15 points)
- Weapons (green)(-15 points)
- Leather Armor (green)(-15 points)
- Plate Armor (yellow)(-35% of total)
- City Walls (green)(-15%)[just became green]
- Archery (green)(-15%)[just became green]
- Fortify Position (red)(all RP)
So when you choose a very low tech you only have to make 25 more RP to get a new tech, but if you pick a RED one you have to start from 0. various % stages inbetween baced on probability of being given that option.
Then you can add a 'take nothing' option which removes no RP at all, and in 10 more RP you get another roll of the RNG.
You would use this if you don't want any of the techs offered enough for the RP costs, or if you wanted to turn a RED into a YELLOW (hopeing to get it again now that it's yellow) and save 40-50% of your RP. (this option would NOT unlock new techs to become RED, IE if you're working on Warfare 3, you still are working on Warfare 3, just a more expensive version of it)
Each tech would have a min points off stat, but in general once that min level is reached it would decend no further.
additionally you can add in a 'if tech has been at min for N techs remove it from the list perminently' to further keep the list from getting over populated, also if a tech is at it's min level it choosing it would also not advance the catagory counter. (perhaps choosing one min RP cost tech would cause a differnt min RP cost tech to be removed from the list if more then 1 tech is at Min status. to preserve the 'can't get all the techs' effect that stardock apparest to be aiming for [which i do support]).
Just a thought
Robbie Price