It's turn 50. When do spells and technology become available?

It's been 50 turns now, I've long built all the option in my home town (I'm playing the campaign) and I still can't access spells and technology.

Did I miss something?  Did this most recent patch disable the tech and spells?  Those buttons do not appear to be active, and I get no information telling me "you need blahblahblah" when I try to click them.  What does one need to do to begin climbing the various advancement trees?  Also, is there somewhere an overview of the techs and spells?  The in-game book (icon in the upper rt corner) is very unhelpful, showing everything in alphabetical order.  An option to select them as a "tree" would be very helpful.

To the developers: Please PLEASE create a tutorial.  This game is VERY difficult to learn without one.

Thanks in advance.

5,351 views 9 replies
Reply #1 Top

As you explore the map and certain areas or complete parts of the campaign you gain access to new tech and spells. It's not a sit still and over power then play campaign. 

Reply #2 Top

I was wondering the same thing when i played through the campaign, if you want the full experience try the sandbox mode its a lot more in depth.

Reply #3 Top

There is no spell or tech research in the campaign.  The "real game" is the sandbox mode, the campaign is more like an intro to the world.

Reply #4 Top

it seems after the rank system level system for example research level 11 or so seems like technology starts to drop off for example I have researched serval levels like 14 and 15 and not seemed to recive any not technology..?

is that mean to be that way after certain level there is no new technology ? 

Reply #5 Top

is that mean to be that way after certain level there is no new technology ?
End of quote

There are techs in most trees that you can research an unlimited number of times once they're unlocked (stacking bonuses), but the chance that they'll appear on breakthrough is only around 25% or less so they can't be cheesed easily. So once you've exhausted a tree you can keep going, but you're not guaranteed to get something every time.

Reply #6 Top

Hi Kryo,

Isn't this something that should be made explicit on the technology screen as the game progresses?  An advisor that appears and says something along the lines of what you're explaining above?  One of the greatest challenges I'm finding is how opaque the game is.  Without actually saving the game, and trying my turn again in 5 different ways to see how this or that will turn out, it's really rough to actually learn how to play well.  I very much appreciate how active the Stardock folks are in these forums, but working on making the game more transparent and accessible would really improve my experience considerably.

Reply #7 Top

lack of documentation was one of the top reasons this game got bashed at release.  (one of the top reasons)

oddly this is one aspect that has recieved almost no attention, even though in theory it should be the easiest to address...

I suppose the reason they are not releasing any documentation is that they forsee major changes in the near future and do not want to have to keep updating their "elementalpedia" ever week or two. 

so for now, just ask questions on the forums.  shrug.

Reply #8 Top

Quoting pancakeonions, reply 6
Hi Kryo,

Isn't this something that should be made explicit on the technology screen as the game progresses?  An advisor that appears and says something along the lines of what you're explaining above?  One of the greatest challenges I'm finding is how opaque the game is.  Without actually saving the game, and trying my turn again in 5 different ways to see how this or that will turn out, it's really rough to actually learn how to play well.  I very much appreciate how active the Stardock folks are in these forums, but working on making the game more transparent and accessible would really improve my experience considerably.
End of pancakeonions's quote

 

But it DOES say this. It clearly says "unlikely" that this option will be present when you finish research. It also says, on the tech itself, that it can be researched infinitely.

Reply #9 Top

Back on topic, devs, once you've got the MP balanced and you've done 'surgery' on the sandbox game to where you're happy with it, you really, really need to take a look at the campaign.  I don't mind that it's short.  I don't mind that the story's not the greatest.  I don't even mind so much that the player is stuck in a thin corridor and has to do A, B, and C to go farther.  What I do mind, however, is for a 'glorified tutorial', it doesn't explain half the game, and the other half, it explains poorly.

The campaign should fully expose ALL the game mechanics, doled out piecemeal.  When you're done with the campaign, you should know how to play the game.

Example: don't let the player build a study right off the bat.  When you're ready to let him have it, let the player know, 'the old hag has given you the knowledge to build a Study.  Click blah blah blah to build one'.  When it's built, 'Improving our armies is important, sire. Click the Warfare button'. (grey out the other choices if that breaks the scripting).  Then, 'Congratulations!  Select the 'Squad' tech from the list'.   This segues nicely into 'Squads are stronger than single units, but take longer to make.  Click blah blah blah to make a Squad'. Etc.

Guys, take a tip from Blizzard.  The whole campaign is a glorified tutorial.  But when you're finished with it, you sure as heck know the Terran units and gameplay inside out.