What plans for tech tree? Hoping for more complex relations with techs, at very least scriptable by modders if not on vanilla. Tech X requirs A and B; or requirse A or B with discount on cost if both; or no direct requirement but discount if A researched; or requires non-tech condition Y to be met to be available. And so on...
Bluekkis
[quote who="NorsemanViking" reply="34" id="3405960"] The classical tech tree is superior to all other fancy ideas I've seen in this thread or in other games like Horizon. One tech at a time, and total player control of what to research (and knowing all pathways in the tree) is the way to go. Why? Because it gives the player meaningfull choices with (huge) opportunity costs. I couldn't care less for the realism arguements in this thread, because the alternative suggest
I really liked GalCiv2 except for one critical part of the whole experience. Tech tree on it was boring and pointless. Which was annoying since tech is my favourite aspect on any game in this genre. I seriously hope GC3 improves on this aspect. And I'm not just talking about lots of unique tech on races. Multiple requirements, optional requirements.. Tech tree needs to be more complex. Or the very least it should support modding in tech tree that is more interesting and provides m