It seems to me that the new technology trees need to be fully redesigned. It's a good idea to make technology trees, but with the old techs, they look very confusing.
Before 2.0 there were random techs like Stellaris so you just don't keep in mind them and pick situationally. After 2.0 you have to plan your tech development, and it became very hard! Why?
Usually, games have tech tree-like "this for economic, this for new units, this for diplomacy". The economic tree opens new buildings, military new units, etc, adding new content to your game and make you stronger.
But in Imperator: Rome you have 4 trees and various trees often have similar effects, and I can't say that -3% building cost makes my country stronger. For example, there are military techs both in the military and religious trees, there is food tech in the religious tree. Do I need happier pops? Well, mmm, what should I choose, religion or oratory?... Do I need stability, what should I choose? And I have to look through all of them and then look at 50+ tech to find one that I need (I know there is a search but it actually doesn't work well). In addition to being too confusing, technology trees actually don't add something new in gameplay. 90% of trees are just modifiers, so there are 200+ various not connected each with other modifiers and I somehow have to plan this. But how to plan it? My brain can't process and remember 200+ modifiers because it's not a CPU.
I think the tech system should be reworked:
1. Make more intuitive trees
2. Replace modifiers with new-content techs that really change gameplay and make you stronger.
Before 2.0 there were random techs like Stellaris so you just don't keep in mind them and pick situationally. After 2.0 you have to plan your tech development, and it became very hard! Why?
Usually, games have tech tree-like "this for economic, this for new units, this for diplomacy". The economic tree opens new buildings, military new units, etc, adding new content to your game and make you stronger.
But in Imperator: Rome you have 4 trees and various trees often have similar effects, and I can't say that -3% building cost makes my country stronger. For example, there are military techs both in the military and religious trees, there is food tech in the religious tree. Do I need happier pops? Well, mmm, what should I choose, religion or oratory?... Do I need stability, what should I choose? And I have to look through all of them and then look at 50+ tech to find one that I need (I know there is a search but it actually doesn't work well). In addition to being too confusing, technology trees actually don't add something new in gameplay. 90% of trees are just modifiers, so there are 200+ various not connected each with other modifiers and I somehow have to plan this. But how to plan it? My brain can't process and remember 200+ modifiers because it's not a CPU.
I think the tech system should be reworked:
1. Make more intuitive trees
2. Replace modifiers with new-content techs that really change gameplay and make you stronger.
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