I know Firaxis will never put me through that particular hell, and this is a balm to my soul. Hd civilization beyond earth backgrounds series#Galactic Civilizations is the worst offender - it literally ruins the series for me. The other thing I can't stand in tech trees is puerile, goofy joke writing. If they're not going to funnel every civilization through the same choke points (and maybe they should), they will need to balance the different research paths very carefully indeed. I don't want to watch my factories becoming more productive in 5% increments I the point where my civilization enters the Industrial Era (in spaaaaace) to be one of the defining moments of its history. I hope there is a strong and coherent sense of progression. I will be honest, although the idea of the "tech web" is interesting in some ways, it does concern me. "Oh, heavens, this planet produces 3% more industry, the Empire is saved!" That's why I love the resources and terrain improvements in Civ, where even a lonely hill to stick a mine on can be a godsend in the early game. That, and the game's constant slathering of tiny 1% and 2% bonuses over everything in sight, instead of fewer and more dramatic modifiers. The aimless, flavorless, unexciting tech tree of Endless Space was easily one of the worst things about the game. I couldn't figure out the logical progression of anything in the tech tree. Sounds like a delightful approximation of what a future (heck, current) society would work like when trying to figure our what research to fund. Which is actually really important: as an old player now, Civ V's tech tree forcing you to get pretty much everything seems trite, but as a new player, that was how you were exposed to the value of the techs (without gamefaqs). Spent a lot of time just scrolling around it looking for the stuff I knew I wanted, never mind the stuff I didn't know I wanted because I was a new player. Hd civilization beyond earth backgrounds how to#They meant that I could say something like, "You know, my civ needs more of X", and I could know how to get at X without having to search the whole damn tech tree and look at every damn tech. Sci-fi games where I've liked the tech trees are games like MOO2 and GalCiv 2, where the tech trees are linear but also subdivided clearly into categories - this is the lasers branch, this is the population growth branch, this is the communications and diplomacy branch. Sci-fi games, sometimes the tech trees make little sense and are very confusing for the player. With historical tech trees, there's a historical background that keeps the tech progression grounded. I said, it gets unclear HOW things are connected. If you research how to make your body more attuned to the planet and genetic engineer yourselves some gills (or whatever) you have no interest in replacing your kind with robot parts or keeping your body pure and researching how to drain that pesky swamp instead. I think the point is exactly that it is not connected.
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