It sounds like a very interesting idea to me. It is good to see that Stellaris is continuing to be different from other games out there.
I spend 200 turns researching turning all of my citizens into cyborgs and then go on an assimilation spree
You fight them.
Meh, not really too excited about this Tech system, it seems too simplistic for me and too random. Doesn't seem very hands on, just spamming as much research stations as possible and then having to pick one of three options every once in a while... I much prefer a proper (well made) Tech tree allowing you to specialise in what you want instead of this Tech system in which the only way to 'specialise' in some kind of technology is through just praying to RNG that one of the Tech options you get is the Tech you want.
Well at least in this Stellaris seems to be unique to other 4X games, but if the system works, why change it? It really all depends on how many unique, fun and interesting technologies will be in game and to what extent you can actually manipulate the RNG with your scientist character, ethics etc. I hope those things will affect technology greatly, because the greater control the player has over the RNG the better. I really hate such randomness, imagine wanting to have a mind-controlling Empire, having all the ethics and Scientists which enhance the chance for the 'mind control' tech to appear, but then because of RNG, you play the entire game without that tech, and your RP goal was impossible because of your lack of control over technology. Or if you want to role-play as a Cyborg race - only if the RNG allows you to research the tech in a timely fashion!
Too much randomness - Bad. More control for the player - Good.
On the other hand, as I said befor a couple posts up, a bit randomness is good for replayability.Meh, not really too excited about this Tech system, it seems too simplistic for me and too random. Doesn't seem very hands on, just spamming as much research stations as possible and then having to pick one of three options every once in a while... I much prefer a proper (well made) Tech tree allowing you to specialise in what you want instead of this Tech system in which the only way to 'specialise' in some kind of technology is through just praying to RNG that one of the Tech options you get is the Tech you want.
Well at least in this Stellaris seems to be unique to other 4X games, but if the system works, why change it? It really all depends on how many unique, fun and interesting technologies will be in game and to what extent you can actually manipulate the RNG with your scientist character, ethics etc. I hope those things will affect technology greatly, because the greater control the player has over the RNG the better. I really hate such randomness, imagine wanting to have a mind-controlling Empire, having all the ethics and Scientists which enhance the chance for the 'mind control' tech to appear, but then because of RNG, you play the entire game without that tech, and your RP goal was impossible because of your lack of control over technology. Or if you want to role-play as a Cyborg race - only if the RNG allows you to research the tech in a timely fashion!
Too much randomness - Bad. More control for the player - Good.
Too much randomness - Bad. More control for the player - Good.
Alpha Centauri had a "blind research" option - the tech tree was set in stone as normal, but you could only assign funds to research fields and had no control over what techs specifically were being researched.Can anyone give examples of randomized research in existing games?
Should be very moddable. It's easy to add or change new technologies. The only real difficulty is keeping track of the randomness and how likely techs are to actually appear.
But it would be nice if we could get the "Final breakthrough at fusion-reactor technology" event rather sooner then later.I think we can agree
our entire human history was just some guys being better at appeasing RNG gods