Research tree and/or dependency and/or requirement
Maybe not need to be visually UI of a tree but somethings should have dependency, especially building that have production chain. We should not ever be able to unlock bakery before gristmill for example
Also the same for suspension bridge. We should not be able to unlock higher level before lower level. Each level should be depend on previous level
A requirement (or at least a warning) that we must have at least 1 material before spend research point on building is also made better QoL
Comments: 7
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04 Oct, '21
SylviaEven if you don't want to "lock" items to force dependency, it would be really handy to know what is dependent on other items. For instance, I wasn't paying close enough attention and unlocked the gristmill before I had access to gears. I then had to wait until I had enough science points before unlocking gears. This was my own fault, but it would be really nice if I got a notice that I should unlock gears first.
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30 Nov, '21
StaarshadowAgreed. Honestly, a tech tree might be better overall, I kept looking for one at first. But please lock upgrades we can't even use yet! I did this multiple times my first game, starting with the large water tower before I could make gears, and including wasting all my points unlocking dynamite without realizing I'd need to MAKE the dynamite first!
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29 Jan, '22
Jexadoxnooo... i like unlocking lvl 6 bridge before lvl 1
however i would like a warning when unlocking a building that requires produced goods that need unlocked, built, and produced before spending science on it. let me choose to be stupid, but it'd be nice to at least warn a new player that there are dependancies they might want to build first.
i do tend to unlock higher buildings and lay out where i want them built and leave them paused. -
11 Aug, '22
LI personally don't like the design choices on some research, I'd much prefer a gradual system where you unlock Suspension Bridge Tier 1, Tier 2 etc. Thematically makes more sense the longer the bridge the more complex it is, knowing how to make a 3x1 bridge and not a 1x1 is kind of dumb. The same reasoning with Floodgates and Platforms.
Regarding the other loose research based on required items I guess it matters the most on the first game, I actually didn't mess up even then, but I could see other players might if they just glance on it and don't notice the build requirements or its working cost.
I guess it could say something like: "You don't have a Gear Workshop Research unlocked yet. This is required to make use of this Research. Are you sure you want to proceed?"
@Jexadox Do you actually build 6x1 bridges? I mostly use Tier 2 and 3, even on late game, I find the bigger ones pretty useless for their cost and utility. -
28 Jan, '23
ConfizzledA tech tree would be beneficial for two main reasons imo. It would give a really good sense of progression and something to achieve, like if you wanna unlock bakeries you'd need to build up through wheat and wheat farming to milling then to baking to give you a clear view of what you need to have to make it possible.
Another reason would be to help declutter the building tabs early on since you can see everything but only have a bit unlocked, and it feels really overwhelming not knowing where to start with the research. Like why do I need to know that I can melt scrap when I'm barely getting my logging stuff set up? -
16 Sep, '23
raufbold MergedThe scientific achievements should be more closely linked to the possible building objects. This should be made visible in a tech tree so that you can define your own path. More scientific achievements should be possible, such as auduct, electricity, water pipes, sprinkler systems, higher water locks, kindergarden, scool, university, Training centres for different working classes etc.The scientific achievements should be more closely linked to the possible building objects. This should be made visible in a tech tree so that you can define your own path. More scientific achievements should be possible, such as auducts, electricity, water pipes, sprinkler systems, higher water locks. And possibly starting a new colony on another map, if you have exhausted your own map.
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18 Sep, '23
Gin Fuyou Admin"more science" (suggested by raufbold on 2023-09-16), including upvotes (1) and comments (0), was merged into this suggestion.