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Alexfrog
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I agree there should be a lot less techs, with each tech being much more significant. Thus, you could actually CARE about most of them...
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CharlesBHoff
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el paso texas
May 2002 time: 05:26
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Before mankind was able to discover and use radio he has to discover 20 others basic thing to be able to built the first
crude radio and alots more to improve radio.
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Wraithen
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How about reducing the number of techs while increasing the randomness inherent to what level they appear at, or whether (sp?) they can be researched by said empire at all? (I've not played for long enough to know if some empires can't get all the techs).
Think that'd work? It'd help replayability a lot.
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CJM
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I believe I agree (to some extent) with Trifna. It's not always clear what the tech discoveries actually do for your empire, which makes discovering them a bit underwhelming. Sure, finding the secrets of Advanced Blahdy-Blah reduces overhead costs a bit, but how much? is it significant? should I think about trading Class III shields for it? It's frustrating.
On the other hand, I do like the uncertainty in discoveries...takes me back to the original MOO.
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CharlesBHoff
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el paso texas
May 2002 time: 05:26
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Than person just said one day I than going to built than. First he need vaccun tudes, how do you make vaccun tudes,
make glass in shape of than tudes with almost no air in its after you pump the air out, then you need some metal fignaes and grids in the vaccun tudes to make the electron do what you want then to do, then you need than stead scource of elecrtic current. I donot mean vaccun tudes exist before the radia. Vaccun tudes before the radio where handmake not mass product. So before the first radia can be
built all the parts needed to make one must either exist already or can be make.
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The Unknown
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I think the tech tree for moo3 is very well done, actually. I loved SMAC, but one of it's problems was that the techs were way too powerful--and it just got worse as you went up the ladder. There's no way, for example, that the Spartans with fission reactor (or whatever it was) can compete with the Morgans (or University) with fusion reactor because it -doubled your hit points-. And that's just one tech! You couldn't even think about living without it, or Tree Farm, or Supply Crawler, or any number of them.
Don't get me wrong, it was a lot of fun to have rediculously powerful and important techs, but it doesn't make for a very good competitive (multiplayer) game. That was SMAC's critical flaw, in my opinion.
Moo2 was better than SMAC as far as this, but really...could you live without automated factories? Research lab? MIRVing nukes? There were a number of other "must haves" too, which is a weakness in the game.
Moo3's techs are numberous, bland, and they're fairly unimportant individually. And I like it that way! It makes the strategy of not caring about tech (e.g. the Believers or Spartans of SMAC) much more viable.
Now, once you start getting 10-15 more techs than your opponent, then it starts to mean something, and you can bring your tech edge to bear. And, it's good for the tech power, too, because the non-tech power can't make up that difference just by stealing -one- tech. If the non-tech power wants to make up that difference, he's really gonna have to work at it--the way it should be. Or he can just not care: two good options.
Another thing moo3 did right regarding tech is about trading. You can trade tech, but you can't trade tech -levels-. Meaning, sure I can trade you my lvl 3 energy tech when you're at lvl 2, but that doesn't suddenly bring you up to level 3! You're still going to have to research lvl 3 as if you never traded. Bascially, it makes trading tech something you don't -have- to do if you don't want. It's not nearly as beneficial as it was in SMAC, when you could just jump up the tech tree like crazy by trading.
To sum up, I think moo3's tech system is the best to date in a TBS. Not the most fun (not by a long shot) but the best for a competitive, multiplayer game.
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CharlesBHoff
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el paso texas
May 2002 time: 05:26
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Than famous Sci Fi pub once wrote than story about than late modern Jet fighter=bomder going back in time to land at
than army air field in 1920's. Their hardry learn any new tech
as their didnot understand the principal of soild state eletron, and other advange tech.
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yndy
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I agree with each side here. On one hand it’s good that individually one tech is not a must (I also played MOO2 with uncreative) but on the other I do not have the time or the nerve to understand what each tech does. Sometimes I discover 2 or three techs a turn, then I always trade (blindly) and get one or two techs every three turns. I cannot spend 5 minutes each turn to understand the new techs so I just build them blindly and hope whatever they do is good. I don’t want a tech tree with everything known beforehand but give me some figures to hang to (+1% bioharvesting; + 2% industry; -4% space per laser beam.
Plus I should check all the other species techs to see what they do and to decide which ones I want and which of my techs are worth more for him. This looks like micromanagement of tech when the game should be about macromanagement.
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kalbear
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One of the bigger problems is that there is simply so much to weed through, that it's hard to tell what is good and bad. Autofactories are as important if not moreso than they were in MoO2 in terms of production increases. Soil enrichment is often a key, as are deep extraction and automining early on. Robo factories are also amazing. Pollution processors and decomp centers are excellent picks.
And then you have to wade through...so much other stuff. There's all the weapon techs, which have at least two special mods (autofire, enveloping, etc) + improved and two levels of miniaturization; there's four different types of beam weapons, each of which has a new weapon every 5 levels or so.
That's a LOT of techs. What's more ridiculous is that one can get things like 'plasma beam miniaturization I' without plasma beams. Great.
Then there's the wonder of the HFOG improvements, which aren't all that helpful. Or the weird biodiversity ones, that don't appear to do all that much. Reducing the techs to the actual useful ones (without the mini/autofire/etc) and letting those be defined by tech level, ala MoO2, would be a great step.
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kalbear
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Double post...sorry.
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