My preference is for more general names like Mathematics, Chemistry, etc. Two reasons:Categories should be as directly related to gameplay and particularly strategy as possible (i.e. no 'mathematics' category, but 'Ships' might be o.k.) (open question)
1. It allows us to come up with creative advancement names like "Super Tensile Solids" rather than "Super-Surreal Laser". That way we can give the genuine feel that the player is advancing through theoretical research in a real universe, discovering its secrets. I really appreciated the effort of names and quotes that went into the SMAC tree.
2. Making theoretical advancements really about the underlying scientific advancement, rather than the direct application, lends itself naturally to a more intertwined tech tree. Some may not like that, I prefer it.
Make this an option. When players select different galaxy sizes, a slider automatically adjusts itself to the recommended tech speed. The player can then slide it to a default (mid) speed, or wherever they like.Research cost will scale with galaxy size. (open question)
Definitely not. The reasons Tzlaine mentioned are good for me. However, I have a real distaste for randomness like this. People love to discover patterns, imo. One tech should necessarily lead to another.Randomly block out different techs each game or not?
No.Will it be possible to develop applications without knowing the theory, if all the prerequisites have been met, maybe at some kind of penalty?
Unnecessary if we make the tree sufficiently hard to complete in its entirety. SMAC in my opinion was made in such a way that the game couldn't help but draw near the end once the tech tree was nearly completed. By this time at least one faction had it in their hands to win. We should balance the game in this way, so that it feels like a story unfolding rather than a repeat of the same numbers.Do we want to repeat the outline of the tech tree to extend the research game?
We should have several preferred paths. One way to balance this is to have a triangle, with each point being a defeater of the next, and being defeated by the previous. This means a player has a benefit in focussing (unless he's a strong tech race that does not need to focus) in one of three preferred paths.Do we want to achieve multiple paths by balancing all techs perfectly, or by deliberately introducing several 'prefered paths' or tech families? AND How can we produce genuinely alternative gameplay styles and support this with the tech system? AND How do we do this whilst keeping things relatively simple and fun?
This can also help add to the theme of the game. Example of three preferred paths:
Path a, Harmonizer - this tech path promotes technology that works in harmony with the universe, galaxies, systems, planets and even down to the atomic level. These techs presere rather than destroy life and the ecosystem(?) of the galaxy. Example technologies would be strong terraforming abilities towards greener lifestyles. Biological ships rather than pure technology ones.
Path b, Pillager - this tech promotes a lifestyle of plundering and taking what is needed for progress. As a result, this technology tends to destroy more. Strong destructive spy techs, ships that tend to mutilate the life on a planet, and so on.
Path c, Diplomat - this path is a lifestyle of defence, and patient necessity. The player may find himself with good social techs, nice strong weapons, an excellent infrastructure on his planets.
Anyway, such paths could be fleshed out, and their exact boundaries will not be fixed, but rather that players may find themselves going along one of these preferred paths to get the techs that build on each other. In SMAC (yes, again!) you could terraform your territory with industrial improvements, with trees, or with xenofungus. Each had its own limitations and advantages. The player who was playing a green tech research tended towards natural armies of mind worms, locusts, etc - and these were very different in war. So there was more than one preferred path, but enough variety that each nation was different.
On the topic of the nature of the tech tree, one element I think important to keep in mind is the varying stages of the game. In the Civ series, there were distinct markers up the tech tree that resulted in a radically different game. In SMAC the same thing happened, but the markers were not so distinct. The discovery of certain technologies by one race necessitated the discovery of it and its counters by other races. Such was good to give the game a feel of distinct progress. This was discussed on the old forums, but I cannot recall the details.
I like this, and its one of the main reasons I don't like the idea of a recursive tech tree.
I've thought of two solutions:We need to think what to do about the spare RP's left over each turn (either another use for them (is this the place for refinement?) or bear in mind that they will need to be easily redirected back into the economy somehow.)
1. In the research screen you have an option of where to send the excess RP for conversion - minerals or industry. All excess rp's are converted over to that resource at a fixed rate (eg, 0.5). If we want an extra racial advantage or an option for research to modify, then the RP conversion rate could be variable. eg, one race gets a 0.75 multiplier for conversion to industry. This just represents excess research going into pet projects of scientists with resources the government grants but can't direct.
2. Reverse the above - no such thing as directly produced RP's. You start however many projects you want, and the RP's are drawn from existing industry or minerals (either by choice or we make it fixed). The conversion rate is set by racial stats and by planets, and will be fractional (eg 1.26). This means you will only ever spend exactly what you want, and you can start as many projects as you want, crippling your industry as much as you are willing.
The second solution is different from the norm in these sorts of games, and I personally don't like such precise fractional conversion rates. Therefore, I favour my first suggestion.