I imagined the second suggestion could be quite controversial, but is anyone specifically against the first one?
I think it'd be quite helpful and change nothing in practice, just adding a tooltip to better display the current options to the player.
Say you're playing in a tribal area, you may not realize there are significant boosts to city founding costs until you see an invention with it.
Then it becomes a trivial matter to use the search bar to look for it and prioritize those inventions.
But until then you're completely in the dark, you'll either have to hover through every invention in the game to decide which modifiers seem most important to you, or just wing it and likely miss these important inventions until much later.
The idea of the first pic is to just display that info in one tooltip, so you can go through everything in one place, and then use the search bar to find specifically where the invention you're looking for is, and how deep it is in the tree.
It's meant to be used in combination with the search function really.
As I said above, someone may not even know what modifiers will be the most useful to him until he finds them somewhere.
So, as per the example, he knows that his strategy is going to involve founding a lot of cities, but he may not know that there even are inventions reducing the cost, which is absolutely crucial in this situation.
He can always search on the wiki or something, but it seems imperative to me that better UI is never a bad thing, especially when trying to get new players into the game.
I think it'd be quite helpful and change nothing in practice, just adding a tooltip to better display the current options to the player.
I'm not familiar with it, seems very, very interesting.I think something like the filter from Realpolitiks' technology trees could be very useful. Basically you have a filter where you select the area/s you are interested in and it tells you about all technologies related to what you selected.
The thing is, a player might not know at the start what modifiers even are unlocked by inventions, or exactly which ones he'll need in the long term until he sees that modifier somewhere.The search in the current form is in some way worse than no search, because it doesn't show everything relevant, but gives impression that it's all that is. For example, if one was to search for 'conversion' one wouldn't find probably the most important tech for that (the one that unlocks grand temple). Or it shows something unrelated (for example, search for 'AE'). Search also doesn't work across different types of advances. The idea in the first picture may help in some situations, but in general, one isn't going to take everything in the tree and it doesn't give a good idea how many inventions one would need to unlock inventions one really wants to take. However, this is not an issue that is unique to Imperator - what strategy games have (much) better tech tree UI?
Say you're playing in a tribal area, you may not realize there are significant boosts to city founding costs until you see an invention with it.
Then it becomes a trivial matter to use the search bar to look for it and prioritize those inventions.
But until then you're completely in the dark, you'll either have to hover through every invention in the game to decide which modifiers seem most important to you, or just wing it and likely miss these important inventions until much later.
The idea of the first pic is to just display that info in one tooltip, so you can go through everything in one place, and then use the search bar to find specifically where the invention you're looking for is, and how deep it is in the tree.
It's meant to be used in combination with the search function really.
I don't see it that way.Being not sure what to pursue is a different issue - it seems more of a player not being able to choose the strategy.
As I said above, someone may not even know what modifiers will be the most useful to him until he finds them somewhere.
So, as per the example, he knows that his strategy is going to involve founding a lot of cities, but he may not know that there even are inventions reducing the cost, which is absolutely crucial in this situation.
He can always search on the wiki or something, but it seems imperative to me that better UI is never a bad thing, especially when trying to get new players into the game.
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