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Rethinking Research Points

Rethinking Research Points

This was an idea that I posted in another thread but on further reflection i like it and think that it goes beyond the Original Posts scope

 

Or here, this is an even more radical idea. WE all know that so far it seems that EWOM has alot of redundant building in place.

Why not change each tech tree to having it's own specific set of research buildings...

Examples

Baracks and Armories do what they do but also produce Warfare RP's

Town Halls produce prestige and produce Civics RP's

Inns and Taverns produce Adventuring RP's

Towers of Sorcery produce Magic RP

And mabey Schools and Consulates Produce Diplomacy RP

And to help at the start each town produces 1 RP for every category or you could even say 1 per level per turn

That way you still have control over what you want as your main focus by building more of those types of buildings. But you can still advance in all categories in a more even fashion. It increases the number of useful and distinct building in the game (more options never bad) and if you limit the research to the base structure plus say 2 upgrades it shouldn't become to overwhelming.

The Drawback here would be 5 different research typoes and associated bars. One could say more micromanagement though I would disagree there. and as for the K.I.S.S. aurgument, dammit this is a PC title and a TBS Wargame. We want some more complicated mechanics to gives us a deeper experience.

19,586 views 32 replies
Reply #26 Top

Quoting Climber, reply 25
I like Sareln's suggestion very much.  It provide one new important feature that is missing so far, i.e. how you build your research building affects the how fast a specific area of research can be advanced.    In current beta, there is no such sophistication; you pick your next area of research (mostly) according to your current need.

Using Sareln's system, it allows your empire/kingdom specialize in a specific area of science.  You can no longer change direction on a whine, unless you want to pay the cost of building/rebuilding the research infrastructure.

I personally will like a more 'situational' &  'achievement-based' approach of research.   This can put gamers into the drivers seat.  How they build, and more important how they act matters more.

War Academy


+3 Research
+5 Research, if researching War Tech
+1 Research, if researching Magic Tech
+(1 * the NET number of wars you've won) Research, if researching War Tech
+100% Troop Training Rate

Civil Service Academy


+3 Research
+4 Research, if researching Civic Tech
+2 Research, if researching Diplomacy Tech
+1 Research, for every 20 turns that you are not at war with anyone
-40% City Maintenance

Diplomatic Academy


+3 Research
+2 Research, for every ally you have now
etc, etc.

Generic Academy


+4 Research
+1 Research, for each empire you are trading with
+2 Research, if your empire rank last in term of tech  (aka the Tech Leak mod from CIV4)
etc, etc.

 
End of Climber's quote

Okay, that's pretty nifty.  Numbers we're of course going to have to chew on some more, but that's just iterative design.  Lets play with the "grow by doing" research mechanics you've put forward:

War:

Wars are hard to discretize (break up into chunks) IMO, especially when multiplayer is involved.  Instead, sum the value of all units you have killed and apply some maths to that number to get a reasonable research bonus.  If that seems too powerful, then subtract the value of your units that have died.  Or, just have the value of the bonus decay with time! Throne of Skulls anyone?  Personally, I like mine at least 3 stories tall.

Civil:

Hard to balance the turns of peace, since a warlike country could declare "phoney" war on you to decline you your bonus.  I think it needs something different.  I'll throw out a nowhere near final value: number of cities (rank 4+ settlements).

Diplomacy:

This is awesome. I do you one better.  +1 research for every treaty you have active.  So signing with a diplomatic power, you both get treaty benefits, but the diplo faction gains more.  This may be amazingly overpowered, but once again, I think its a number thing, the core idea though, is what I mentioned.

Others (Magic & Adventuring):

Magic -  you cast spells, perhaps like the War academy except number of spell points expended with decay over time, so that an empire that casts spells early and often will build a research bonus, but will be constantly depleting their spell-point-pool...

Adventuring - Lairs Explored, Heroes Recruited? All of these are possible, lets talk about them.

 

Reply #27 Top

For the War side of things when he said wars I think he was referring to individual battles... (I could be wrong though)

Great ideas btw... I don't really have much to add, like you said it would come down to numbers, Obviously though bonuses would have to cap at some point maybe at +10.

For the Civil one I don't like the idea of it being based on cities... Could you code it so that you retain the bonus unless *YOU* declare war. That would solve the problem of other players playin cheap and robbin you of your bonus, as long as you play strictly defensively.

Everything else sounds pretty solid.

Reply #28 Top

For the Civil one I don't like the idea of it being based on cities... Could you code it so that you retain the bonus unless *YOU* declare war. That would solve the problem of other players playin cheap and robbin you of your bonus, as long as you play strictly defensively.
End of quote

This is almost certainly possible - in fact, I like it better than the off-hand I threw out.  See, you do have something to contribute O:) .  Yeah, caps would probably be something to consider, but if this goes in I'd want to see folk try and break it in beta with no caps first.

Reply #29 Top

Diplomatic Academy

  • +3 research
  • +2 research, for every ally you have now (if researching Diplomacy tech)
  • +1 research, for every war you have ended in a diplomacy screen (if researching Diplomacy tech)
  • -1 research, for every war you have started (if researching Diplomacy tech)
  • +1 research for every non-ally you have an agreement/ treaty with (if researching Diplomacy tech)
  • +3 skill for any diplomats trained here(?)

Scholars Academy (generic)

  • +4 research
  • +1 research, for each empire you are trading with
  • +5 research, if your empire is the least technologically advanced in the world and you have contact with at least one nation more advanced than you
  • +1 research for every research producing unit stationed in the city (scholars)

Adventurer's Guild

  • +2 research
  • +2 research for each legendary monster you've slain
  • +1 research for each legendary artifact you own
  • +1 research for (1x quests completed/5)
  • each time you complete a quest, adds +10 research for that turn only. Adds less research for weaker quests, and more for complex quests, always a one time bonus.
  • Increased chance for rare artifacts to show up in the city's shop
  • adds additional Champion training for costs of Gold (only so many trainings for each Champ?)
Reply #30 Top

 Put the War Academy at the end of a building line: Training Yard, Arena, Barracks, Military Academy.  Each building replaces the one in series with it.  Eg. you can build a training yard in any slot, you can only build arenas on top of training yards, barracks on arenas, and the academy only on top of barracks.

End of quote

 

I like this idea.

Reply #31 Top

War Academy

  • +3 research
  • + 5 research (if researching Warfare)
  • + (1 * Net battles won) research (if researching Warfare)
  • + (1 * enemy soldiers killed/ your own soldiers killed) research (if researching Warfare)
  • +1 research for each Military building present (if researching Warfare)
  • -50% troop training time

Library of the Arcane

  • +3 research
  • +4 research (if researching Magic)
  • +1 research for each spell learned (if researching Magic)
  • +(8 + Intelligence/ 4) research if Sovereign is present (if researching Magic)
  • all magical buildings in city produce +1 spell points (cumulative)

Civil Service Academy

  • +3 research
  • +4 research (if researching Civics techs)
  • +2 research (if researching Diplomacy techs)
  • +1 research for every 20 turns you have not declared war, attacked an opponents settlement, or lost a city via conquest (if researching civics or diplomacy)
  • -40% maintenance

Majestic Royal Academy

  • +3 research
  • +(3 + Charisma/2) research if Sovereign is present in city (if researching Civics or Diplomacy)
  • +2 research for every family member present in city (if researching Civics or Diplomacy)
  • +4 gold
  • +1 gold and research for every level 5 settlement (foreign or domestic) connected by caravan by ONE degree (meaning a direct "friend" not a "friend of a friend")
  • +1 prestige for each government building (palace, town hall)

Merchants Academy

  • +2 research
  • +1 gold for every caravan that arrives from a domestic city
  • +3 gold for every caravan that arrives from a foreign city
  • +1 gold for every gold producing building
  • +1 research for every trade treaty
  • +1 research for every foreign trade route (in city)
  • items in the shop are cheaper

Academy of the People

  • +3 research
  • +(1 * population/ 100) research (if researching Civics tech)
  • +1 prestige * city level
  • -(1 * soldiers in city/ (population/10)) research (if researching Civics tech)
  • +1 research for non-royal champions already producing research staying in the city
Reply #32 Top

Great ideas here, let the devs consider these ideas!