Cheers for the DD Doomdark
. The tech system is one of my favourite new design approaches in Stellaris (and one that could potentially be used elsewhere), keep up the great work
.
No because the other two non-chosen get reshuffled in so you get a chance at them later makes it very different from Master of Orion In Moo your only chance would be to trade for it later.So, this is essentially Master of Orion (the original) with reshuffling of the not-chosen choices.
People will want to know and will find out somehow (probably game files). I think this will just end up being frustrating. I'd strongly advocate for displaying information like this to the player. Hidden systems, especially of that magnitude, are bound to cause annoyance.
I will never put in the effort to find out how the techs are weighted. However, if the information was easily available, I would agonize over it constantly and be annoyed at non-efficient outcomes. You may think I'm silly, but that's how I'm wired, and I expect that this isn't unique to me.
It's time for another episode of Fan Monday?
That actually sounds really fun to me. I enjoy trying to deal with the low points of a playthrough more than I enjoy riding the highs. The energy crisis you mentioned sound like it could be an interesting era of your empire's history. Also imagine if you found a clever way to solve it, you'd really feel worthy of your title as king, prime minister, dictator etc.
Same with the idea of not knowing how technologically developed you are compared to other races. That would make espionage extremely useful and offer up some interesting tension when you're on the brink of war. Their weapons might be terrifyingly amazing, but you might find out after a few fights that their hulls are awful. Then you could try and steer your empire towards long range weaponry, which might become your empires fighting style for the whole game. All interesting to me!
I am also this guy:
In EU3, I would always headhunt for natural scientists just to reduce the chance of getting Comet Sighted, along with numerous other min-max techniques in hopes of getting good, but rare events. Once, I literally did a happy dance because Venice flipped to Greek culture. With EUIV, I taught myself to only worry about nudging important DHEs and what events having certain factions in power allow and it is much more fun for me as a result.
Paradox or: How I Learned to Stop Worrying and Love the RNG
Some (most?) Events should "add cards to the deck" rather than outright giving you a new technology.
I like you too.
![]()
Sentient AI? Stefania... no. No, bad! Haven't you read any science fiction!?
If we are going with the card analogy, I'd rather understand my chance and probabilities playing black jack than just sit there and hope rng is nice. It's not a turn off, but I always dislike information being hidden.
OK so some thoughts here (in no particular order):
I can see this being used in conjunction with racial traits. A creative race (ala Moo2) could get a fourth or even a fifth tech option while a less creative one might get 2 or even only 1 choice (for really uncreative folks).... in exchange for points that could be used to boost something else.
There should also be "Stub" technologies which have no real purpose other than to make other technologies possible. Think of the Pager - it really had very little purpose (outside of a few corner cases like doctors), but it's invention paved the way for cell phones, text messaging, etc.
There needs to be an option at game start to slow down the rate of technological advance - if I want to play a good long game, I don't want to research everything in the first 50 hours of gameplay only to have nothing to do for the rest of the game....
There should be an increased chance of researching technologies used by empires you are at war with - if your enemy is using fission bombs to wipe out your colonies, your scientists are going to likely going to be looking into fission if you didn't know about it before.....
Some (most?) Events should "add cards to the deck" rather than outright giving you a new technology.
Perhaps there should be mutually exclusive versions of similar technologies. For example there could be 3 versions of "ion drive" - 1 is a little faster, one has a slightly larger range, and one is cheaper to build. Once you learn one you can't research the others (you just have "ion drives") - if you get the technology from someone else you get the same version they have. I'm a bit torn on this one.