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Urban Ranger
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Apolyton Duke of Off-Topic
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quote: Originally posted by Az
I say that the key lies in separating Science and technology. That's how I've always felt, but I don't know how to impliment this... |
Okay, I am back 
I pointed the same thing out a long time ago on the Civ 3 forum. My suggestion was to separate discoveries and inventions. Discoveries are facts about nature people find out, e.g. the periodic table, while inventions are things/ideas based on these facts.
A way to implement this is to have two areas a player can allocate resources: Basic Research and Applied Research. Basic Research has a number of areas such as physics, chemistry, biology, mathematics, etc. Each of these areas can be allocated a percentage of the resources put into Basic Research, although a 0% in an area initiates a long declining process (deterioration of facilities, loss of researchers, etc.)
Once a discovery (e.g. genetic code) has been made it becomes an item in Applied Research. A player can allocate resources to various discrete items in Applied Research to try getting useful stuff out of them. For example, Oxidation-Reduction Theory may produce High Explosives, which in turn is one of the prerequsites for the Engineer unit.
You can make this more elaborate by making some discoveries the prerequisites for other discoveries (e.g. you don't get Theory of Gravity until you get Calculus).
Resources can be in a number of forms, for example RP (Research Points). RP not only depends on funds (money) but also a host of other factors such as the education level of your population, racial traits, advanced research facilities (including universities) available, etc. RP generated in one turn can be allocated during the next turn; unused RP are lost (or maybe stored, your call).
Diminishing returns works here. The more RP you put in any one area in Basic or Applied Research the less the increase in output you will get. For example, if there are ten areas in Basic Research the optimal allocation is 10% in each of the areas. You can see where I am going with this - making R&P a long and gradual process.
One thing that is important is a player should never know when a breakthrough can be made. Afterall, this is about going into uncharted territory.
Okay, now the randomness. Indeed, a lot of discoveries are results of sheer serendipity and/or dumb luck. So some randomness is needed, to add spice if nothing else. However this is a game, so it needs a way of balancing out the randomness. For example, if a player gets lucky, the software won't let him getting lucky again until after every other player gets his or her lucky turn.
Clearly, such a separation is much harder to carry out in a historical game (e.g. Civ) than a modern (e.g. HoI) or sci-fi (e.g. Alpha Centauri).
Last edited by Urban Ranger on 01-08-2005 at 13:10
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