[0.804]Adventure tech tree

Some of the techs in this tree seem a bit weird.

You need to research a tech to be able to hand out gold and recruit someone? Another tech to be able to enter ruins? And another to enter dungeons?

I could see researching old tales and ancient texts to discover the location of some long lost place of significance. Researching old texts to advance in the Master Quest or to get hold of exceptionally powerful items.

So I'm thinking this tree needs to be cleaned up from fluff you shouldn't have to research in the first place, and the "techs" need to be just about finding very special locations with better rewards. And possibly the different factions should compete over discovering the same locations.

Perhaps the researchable quests should be categorized by the rewards you are seeking: weapons and armor for warrior types, or magical artifacts or spell knowledge for mages.

E.g. a portable shard artifact would be cool and powerful enough to merit putting research into, especially if you don't have any shards near your city.

1,213 views 6 replies
Reply #1 Top

I like the idea of needing some research to explore a dungeon "properly." Imagine an unprepared novice simply walking into an ancient ruin and being instantly killed by some booby trap he would have been able to disarm properly had his scholars taught him about them prior. 

It's really a matter of explaining the need for the tech in the "flavor text" on the tech screen. If the writers can come up with a convincing reason for a "recruiting" tech or whatever then it seems fine. 

Reply #2 Top

The tree indeed sounds very very gamey.

Reply #3 Top

well i partially agree with the starter

 

partially cause i think its ok if some of the "top" places requires some reasearch, the most deep dungeons and stuff like that

 

 

but in general yeah, from 2a to 2b the feeling i had was "oh no i cant do this until i research it"

 

some adventuring should be more free to do without research while maybe research should boost the rewards, or unlock better quests/dungeon, maybe some "help", dunno a guardian spirit helping you when you fight in dungeons and stuff like that

 

another thing i should like is some huge long step quest but maybe ill try to make it more precise in another thread

Reply #4 Top

Quoting SavageBananaMan34, reply 1
I like the idea of needing some research to explore a dungeon "properly." Imagine an unprepared novice simply walking into an ancient ruin and being instantly killed by some booby trap he would have been able to disarm properly had his scholars taught him about them prior. 

It's really a matter of explaining the need for the tech in the "flavor text" on the tech screen. If the writers can come up with a convincing reason for a "recruiting" tech or whatever then it seems fine. 
End of SavageBananaMan34's quote

In that case the tech should be called "Trap Expertise" and traps should be a random event in Dungeons that would kill adventurers without the tech. You should still be able to go in and risk death even without any research.

I would rather take the RPG approach and hire a Rogue with appropriate skills and simply include him in the party.

Or the trap tech could make it possible to train Rogues with said skills. But the dungeons and ruins should be there on the map without any research done.

Adventuring needs to be dangerous and exciting, not some scientific research subject. The research and its current implementation really take the adventuring out of adventuring.

Reply #5 Top

The adventure tech tree is mostly garbage right now. I agree it does need an overhaul on how it is handled. Here is what I think it should be more like.

Explore Ruin Techs - Give you bonuses to finding more and better stuff when exploring ruins.

Quest Unlock Techs - Give you higher rewards from questing and make them spawn a lot faster.

Recruit Techs - Lower the cost to recruit heroes and possible have more heroes spawn. Or prehaps wandering heroes more likely to head towards you kingdom thus making it easier to find and hire them. Instead of having them randomly walking in the middle of no where.

Building Techs - Current ones say they let you recruit units that aren't even in the game. But I think there should be ones that give you bonuses to doing adventuring stuff. Maybe even a building that helps chance of quest/ruin spawning.

 

The "unlock" approach works for things like Civics and Military where new items give you the ability to produce much better stuff thus increasing your production and unit strength. But in adventure Explore/Quest stuff goes away to fast and your left with nothing to do plus it's easy for non-Adventuring focused players to pick up. Since Civics has much higher production Adventuring needs a way to increase it's income as well as maybe lower cost to stay competative. And possible some options to make it easier to equip the heroes you do recruit.

Reply #6 Top

Quoting PyroMancer2k, reply 5
The adventure tech tree is mostly garbage right now. I agree it does need an overhaul on how it is handled. Here is what I think it should be more like.

Explore Ruin Techs - Give you bonuses to finding more and better stuff when exploring ruins.

End of PyroMancer2k's quote

That's what I meant by taking the adventuring out of adventuring.

If you know you won't find good stuff before "researching ruins" it won't be very exciting and adventurous entering one.

I want the possibility of stumbling upon some ancient artifact of massive power without any kind of "tech". Now I wouldn't mind having to research the artifact afterwards to get the benefits from it. But this would give me the choice of either continuing to research civics or alter my strategy and research the artifact to surprise someone with a big bang. 

I wouldn't mind discovering some magical puzzle or lock in an ancient tomb and then having to spend research on it to unlock it. But not even seeing the tomb before I have some vague "ruin" tech is pretty lame.

Perhaps the Adventure "techs" could be about further unlocking locations and items you have already found.