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Korgan
Feb 14, 2012


Captain Oblivious posted:

Is it possible to excavate an archaeology site that you don’t directly control? Say, one in a Federation mates space?

Nope. Go gently caress up your former ally and seize the dig site

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Staltran
Jan 3, 2013

Fallen Rib
Ascension perk prereqs are a common source of frustration with the gacha tech system. Back on 2.2 not pulling anti-gravity engineering could really screw you over by delaying your ecus by decades. Gene tailoring can be really annoying too because of how many tier 1 and 2 society techs there are, some of which have crazy high weight (the second naval cap tech apparently has 600 weight :psyduck:). Which is also annoying on its own, do some people actually like having a bunch of blocker techs crowd out techs that would actually be useful early game?

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

QuarkJets posted:

If your position is not worth your time to succinctly summarize then it's also not worth my time to dig out of your post history :shrug:

Playing the game as a game is not the same as metagaming. I think that a tech system that the player could easily optimize against (e.g. as one can do in Civilization) are less fun than the Stellaris tech system, which injects variance in a way that makes for more interesting experiences without really making the game more difficult.

Both the Sword of the Stars and the MoO3 tech systems would be a huge improvement, and both of them have the same or more RNG than the current one - it's just RNG applied in a much better way. Both lead to more interesting and diverse empires (the MoO3 one less so) than currently, where every empire gets all the techs, all the the time.

distortion park
Apr 25, 2011


I don't mind the current system although I agree it could be more interesting. At the moment it doesn't really allow for that much specialisation, I just take whichever looks most immeadiately useful of the ones rolled.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

QuarkJets posted:

If your position is not worth your time to succinctly summarize then it's also not worth my time to dig out of your post history :shrug:
At least read the page you're on.

Fister Roboto posted:

e: like, imagine that your empire is getting curbstomped by another empire because they have better guns than you. Can you tell your engineers to research better armor to compensate? Nope, they want to study building contruction methods right now. Can you tell your physicists to research better guns to match your enemy? Hell no, they want to research wormhole travel. Can you tell your biologists to research population growth, so that when you lose a dozen systems you can spring back a little faster? gently caress no, they want to research -20% to leader costs. Why? gently caress you, that's why.


QuarkJets posted:

Playing the game as a game is not the same as metagaming. I think that a tech system that the player could easily optimize against (e.g. as one can do in Civilization) are less fun than the Stellaris tech system, which injects variance in a way that makes for more interesting experiences without really making the game more difficult.
You can do variation through randomness while still allowing meaningful player driven strategic choices. Having a visible, randomised tech tree prevents you from playing the same meta every time, but e.g. if there's no nearby high hab planets and robots is several techs deep, if genetics is only two techs deep it's my choice whether to go for the easy cronenberg run or bull to robot colonies via a bunch of techs I wouldn't have otherwise picked up. I'm also more likely to try new easily accessible stuff if I know my usual methods just aren't going to work this game; As it is I'm not going to bother pursuing non-robot based solutions since robots could roll when I'm halfway through the prereq, the alternative might not roll either, and I might not even get the prereq to begin with.

This also holds true for weapons, shields and armour, economic choices etc.

Splicer fucked around with this message at 09:44 on Jun 24, 2019

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Staltran posted:

Ascension perk prereqs are a common source of frustration with the gacha tech system.

This is the only thing that I find annoying - I wish you could pick them even without the tech but maybe not use them until you get it.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

PittTheElder posted:

Well the reason you can't trade techs is because tech trading tends to be ridiculously exploitable. Same reason they don't let you trade territory. They talked about it in one of the early dev diaries, years ago.
Eh, tech trading in the existing or indeed any random system is doable. Instead of actually trading tech, just have "tech trades" make the traded tech available for research (if you meet the prereqs). So I can't just get mega engineering for some minerals from my allies, I still need to put in the leg work. I also can't mess with the AI by giving them poison chalice techs because they just won't research them.

Since all you're buying is opportunity, you can close another obvious exploit by preventing the AI from giving resources for techs. You can offer resources for tech because if you want to beggar yourself for the opportunity to research gateway construction that's your call, but you can't trick the AI into paying a year's worth of alloys for the chance to research +10% food.

The hardest exploit is spying by looking at what's on offer. Limiting tech trades to within research agreements would mean you can only spy on your friends and you're paying for the privilege. You can further limit spying and also cut out tech jumping by limiting visibility to techs you have the prereqs for. You only know your friend has ZPE if you have tier IV energy yourself.

Or replace those last two paragraphs with just expanding research agreements so that the intersection of everything your research partner knows and the stuff you meet the prereqs for are always present as research options.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.
The current research system is fine and doesn't really require replacement. If I were to change anything, it would be make leader weighting less opaque and to disincentive the hot swapping of researchers in order to game it.

Also tech trading is a terrible mechanic and I'm glad that most games are moving beyond it.

turn off the TV
Aug 4, 2010

moderately annoying

I'd like to see the tech tree be expanded in general so that you don't get into repeatable techs as much.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

turn off the TV posted:

I'd like to see the tech tree be expanded in general so that you don't get into repeatable techs as much.
I too would like this, but adding more techs to the current system will just exacerbate the existing issues. In a directed system you could have a sufficiently large tech tree that you'd end the game without having researched everything, while still having researched the things you need/want. Spending half the game in repeatables is one of the prices you pay for the tech deck.

canepazzo
May 29, 2006



Maybe an influence or unity cost in exchange for a guaranteed tech pick in the tier you're at?

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

QuarkJets posted:

If your position is not worth your time to succinctly summarize then it's also not worth my time to dig out of your post history :shrug:
He has like three posts on the same page as this post of yours that I quoted that summarize it *very* well. I have had games where I wanted to go Genetic Ascension but couldnt until I had my 6th Ascension Perk unlocked because the Tech RNG never game the the pre-req techs. I had another game where I wanted to try building an Ecumenopolis, but couldnt until I was already on my victory lap because it took too long for the pre-req tech to come up. Those two things alone are reason enough. If you would take the time to read Fister Roboto's posts on the *same page* as you calling him out to summarize his issue you may understand better?

turn off the TV
Aug 4, 2010

moderately annoying

Splicer posted:

I too would like this, but adding more techs to the current system will just exacerbate the existing issues. In a directed system you could have a sufficiently large tech tree that you'd end the game without having researched everything, while still having researched the things you need/want. Spending half the game in repeatables is one of the prices you pay for the tech deck.

I think that more ascension perks that unlock specific technologies would be fine.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

turn off the TV posted:

I think that more ascension perks that unlock specific technologies would be fine.
People have been suggesting this for ages. poo poo like this is why I wish the new lead on Stellaris could be granted some time to fix some of the janky poo poo before being forced to push out another DLC that breaks the game even further.

walruscat
Apr 27, 2013

Fister Roboto posted:

Having a scientist with a specialty (computing, genetics, propulsion, etc) gives techs in that category 25% increased weight for being selected. That sounds like a lot, but when you have at least a dozen available techs with roughly equal weighting, and only 3 or 4 possible choices, the difference is barely noticeable.

e: also it's really dumb because the specialties give a bonus to research speed for that category, so if you want a tech of a specific category but you're currently researching one from a different category, you have to swap out the the scientist a month before it finishes.

Thanks a ton. This is really helpful!

turn off the TV
Aug 4, 2010

moderately annoying

AAAAA! Real Muenster posted:

People have been suggesting this for ages. poo poo like this is why I wish the new lead on Stellaris could be granted some time to fix some of the janky poo poo before being forced to push out another DLC that breaks the game even further.

The tech system is still about infinitely not the biggest issue with the game at the moment.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

turn off the TV posted:

The tech system is still about infinitely not the biggest issue with the game at the moment.
It touches everything and makes them all that little bit worse. It limits potential fixes for other problems.

e: it doesn't cause performance issues I suppose?

wateroverfire
Jul 3, 2010
I like the tech system TBH. It makes all the more options/faster research stuff more valuable so that tall tech focused builds play differently than gobble up the galaxy builds. :colbert:

edit:

Like if you really want to rush ring worlds then fort up in 20 systems or less and get your science on!

wateroverfire fucked around with this message at 15:00 on Jun 24, 2019

Fister Roboto
Feb 21, 2008

I would be fine with a random tech system if there were much more significant ways to influence which techs you get. Like I said, the increased weight from scientist specialty is barely noticeable, requires gaming the system to be effective, and also hinges on rolling the right scientist in the first place. If I was in charge of redesigning the system, and I had to keep the random aspect, it would look something like this:

-First off, just put the dang tech tree in game. There's no reason to obfuscate that from the player.
-Also make the factors that change tech weighting be visible.
-Increase the base number of tech options from 3 to 5.
-Instead of having to hire scientists for their specialty (which reeks of Great Man Theory and doesn't even make sense in gestalt empires), you just manually select an area to focus on. Doing so would double the weight of techs in that area, and also guarantee that at least one tech from that area is always available. Make changing specialty have a small tech resource cost so you can't game the system very easily.
-Make it so that you can reshuffle your options, also for a small tech resource cost.
-Make it so that you can "pin" a tech to be available after the next shuffle, also for a small tech resource cost.
-Only slightly related, but also get rid of leaders entirely because they're boring and add almost nothing to the game.

Fister Roboto fucked around with this message at 15:04 on Jun 24, 2019

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky

wateroverfire posted:

I like the tech system TBH. It makes all the more options/faster research stuff more valuable so that tall tech focused builds play differently than gobble up the galaxy builds. :colbert:

Going wide researches faster, except the short period of time where the additional colonies are developing compared to someone not expanding. Wide also does taller better, as it has more population growth to centralize and a larger resource base to turn into research, consumer goods and alloys.

Retro42
Jun 27, 2011


Any modder want to whip up some tech tree edicts? I’m just assuming you could make an edict with the goal of “Focus on **insert speciality**”. That gives a massive chance increase to certain fields.

Personally, that would solve a huge portion of my tech tree gripes.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Retro42 posted:

Any modder want to whip up some tech tree edicts? I’m just assuming you could make an edict with the goal of “Focus on **insert speciality**”. That gives a massive chance increase to certain fields.

Personally, that would solve a huge portion of my tech tree gripes.
Weighting is entirely determined per tech. You'd need to add the edict as a weighting factor to every affected tech individually.

Retro42
Jun 27, 2011


Splicer posted:

Weighting is entirely determined per tech. You'd need to add the edict as a weighting factor to every affected tech individually.

So doable, but a ton of work. My assumption was that there was a modifier (like the leader speciality used) that could be added on top of things.

What about just tweaking the leader bonuses by a few factors then?

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

turn off the TV posted:

The tech system is still about infinitely not the biggest issue with the game at the moment.
You are 100% correct and I did not say I wanted the Tech system changed so I'm not sure why you quoted me?

Fister Roboto
Feb 21, 2008

Retro42 posted:

So doable, but a ton of work. My assumption was that there was a modifier (like the leader speciality used) that could be added on top of things.

What about just tweaking the leader bonuses by a few factors then?

The leader bonus doesn't directly affect techs either, the extra weighting is all on the tech side.

I don't think it would be too hard, since all the tech files are divided by research area. I might try whipping something up.

turn off the TV
Aug 4, 2010

moderately annoying

Splicer posted:

It touches everything and makes them all that little bit worse. It limits potential fixes for other problems.

e: it doesn't cause performance issues I suppose?

I dunno I would rather have there be more things to do in the game after the majority of the galaxy is claimed.

wateroverfire
Jul 3, 2010

Cynic Jester posted:

Going wide researches faster, except the short period of time where the additional colonies are developing compared to someone not expanding. Wide also does taller better, as it has more population growth to centralize and a larger resource base to turn into research, consumer goods and alloys.

I guess it depends on what we mean by wide (and I am definitely NOT trying to court a huge derail about that. =P). A build focused on expansion, with civics and ethics appropriate to that, is going to tech slower than one that is all-in on tech, and while it's expanding is going to spend more resources on expansion and defense. Then it consolidates from that and tries to play catch-up.

At some point, yeah, you get to a point where you can just slap down 50 research labs then upgrade them but by then you're taking a victory lap.

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky

wateroverfire posted:

I guess it depends on what we mean by wide (and I am definitely NOT trying to court a huge derail about that. =P). A build focused on expansion, with civics and ethics appropriate to that, is going to tech slower than one that is all-in on tech, and while it's expanding is going to spend more resources on expansion and defense. Then it consolidates from that and tries to play catch-up.

At some point, yeah, you get to a point where you can just slap down 50 research labs then upgrade them but by then you're taking a victory lap.

I think you have a skewed perspective on exactly when the player constantly expanding zooms past the player who stops expanding after 20 systems. It's not very far into the game, nor does additional territory demand additional resources for defense. Whether at 20 or 500 systems, if you border the same guy, the size of fleet needed for defense is similar. That the expansion focused player can support a much larger fleet does not equate to needing a larger fleet. That the player who stopped expanding has ceded a bunch of territory to an AI who will now build a bigger fleet usually means the smaller Empire needs a larger fleet, but is less able to support it.

And this doesn't address conquering, which is by far the most efficient way of increasing your output of research(and pretty much everything else).

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

turn off the TV posted:

I dunno I would rather have there be more things to do in the game after the majority of the galaxy is claimed.
And the ability for staggered capper techs would make that considerably easier.

Retro42
Jun 27, 2011


Cynic Jester posted:

And this doesn't address conquering, which is by far the most efficient way of increasing your output of research(and pretty much everything else).

I mean, sometimes the best way to play the local cluster rear end in a top hat is to occasionally crush a small neighbor with a huge fleet of low tech garbage just to scavenge tech off the corpses of their ships. And then let them rebuild and do it again. And again.

turn off the TV
Aug 4, 2010

moderately annoying

Splicer posted:

And the ability for staggered capper techs would make that considerably easier.

I don't know what this is. Is this a revamped diplomacy system?

binge crotching
Apr 2, 2010

Splicer posted:

Or replace those last two paragraphs with just expanding research agreements so that the intersection of everything your research partner knows and the stuff you meet the prereqs for are always present as research options.

That would be interesting, and I like that idea.

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!

canepazzo posted:

Maybe an influence or unity cost in exchange for a guaranteed tech pick in the tier you're at?

Suggestion:

You can research any technology, but if they're not the drawn cards then the cost is increased by a function of how probable it was to draw it (eg if you're missing out on a tier 1 tech, the amount more it's going to cost is a lot less than if you're forcing battleships super early).

As a bonus it also makes the drawing system more transparent.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
The early game is very self driven. You're presented with a random setup and it's up to you to decide how to make the best of it. You have a lot of choices, and every choice you make opens up new options and closes off others. Choice after choice with immediate feedback and long term consequences.

When those choices end due to the galaxy filling up, nothing comparable replaces it. There's no real politics or espionage, war is slow and repetitive, and internal development is unsatisfying.

Internal development is unsatisfying because it's heavily influenced by tech. And tech is almost entirely out of your control. It's something that happens to you, not something that you do. The midgame is spent waiting for something cool to happen rather than working toward something cool.

War being slow is not an issue, but repetitive is. One reason war is repetitive because everyone has the same tech, and because the weaponry tech that exists is boring. Everyone had the same tech because focused research is impossible, and one reason weaponry tech is boring is because the existing tech system doesn't lend itself well to interesting tech for reasons anyway stated.

turn off the TV posted:

I don't know what this is. Is this a revamped diplomacy system?
you say in a weirdly assholish way, and yes of course I want a diplomacy revamp. It's not an either or situation. A research revamp would make all the current midgame activities more engaging and give a more solid structure to build a diplomacy revamp on. I 100% guarantee you that any diplomacy revamp done today would be severely negatively affected by the existing tech system, and I'd prefer a good tech system today and a good diplomacy system tomorrow over half a diplomacy system today. We already have one is them.

turn off the TV
Aug 4, 2010

moderately annoying

Splicer posted:


you say in a weirdly assholish way, and yes of course I want a diplomacy revamp. It's not an either or situation. A research revamp would make all the current midgame activities more engaging and give a more solid structure to build a diplomacy revamp on. I 100% guarantee you that any diplomacy revamp done today would be severely negatively affected by the existing tech system, and I'd prefer a good tech system today and a good diplomacy system tomorrow over half a diplomacy system today. We already have one is them.

Ok but what is a capper tech?

Doctor Zero
Sep 21, 2002

Would you like a jelly baby?
It's been in my pocket through 4 regenerations,
but it's still good.

Fister Roboto posted:

-Only slightly related, but also get rid of leaders entirely because they're boring and add almost nothing to the game.

I like leaders. They add a personal aspect to the game. They should double down on them though and make the benefits bigger even if you they are more expensive or have there always be a trade off to make a decision on. Leaders should make or break things not just give an extra 5% to hit.

Fister Roboto
Feb 21, 2008

Doctor Zero posted:

I like leaders. They add a personal aspect to the game. They should double down on them though and make the benefits bigger even if you they are more expensive or have there always be a trade off to make a decision on. Leaders should make or break things not just give an extra 5% to hit.

I've never felt that way about leaders. They're just a random name and a random bonus to me. I also don't like the idea of them being more impactful. Your empire could contain trillions of souls, why should a small handful of individuals have such undue influence on its story?

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

turn off the TV posted:

Ok but what is a capper tech?
A tree capper. The cool techs and the end of a tech branch or tree. If it takes say 20 years of solid effort to work your way down a particular tree you can have a cool new toy pop up every 20 years with each intervening tech feeling like a step toward your current ultimate goal. If there's 15 trees and a game lasts 200 years then you can end the game without all of them, but still having a bunch of them. With the Stellaris setup all the tree cappers (of which there aren't many) all come online at the same time. It's a big part of the victory lap feeling.

HelloSailorSign
Jan 27, 2011

Fister Roboto posted:

I've never felt that way about leaders. They're just a random name and a random bonus to me. I also don't like the idea of them being more impactful. Your empire could contain trillions of souls, why should a small handful of individuals have such undue influence on its story?

Because it’s a sci-fi space game and we want our Capt Kirk.

Empire trait “Shared Burden” now replaces leaders with a randomized symbol signifying a team working together.

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BurntCornMuffin
Jan 9, 2009


I think the card system is fine. If anything, I like it better than trees because for many reasons (mainly, tech tree UIs are universally horrible and I get analysis paralysis with so many options when making research decisions, especially when I'm new to the game and don't know the perfectly optimized Golden Path yet).

More options to influence the card system would be good though. Does research agreement influence draws or does it only do timing? Also, maybe the inevitable future Space Spies DLC will let me steal technology or something?

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