GOALS:
First, to banish weak techs to the bottom of the tree, where they belong.
Second, to promote good techs to the end of the tree, where they belong.
Third, to make it easier to reach end of the line techs without a gamelong investment.
(Combining these three reasons leads to a situation where somebody that has invested in tech is going to get consistently better benefits than somebody who hasn't.)
Fourth, for there to be compelling reason to dig into the tree, following the paths rather than just dancing across the early levels.
Fifth, to see more flexibility possible, granting a larger variety of prerequisites.
Sixth -- and perhaps most important for me -- this new tree should enable a much greater degree of differentiation among players as to which techs they choose to research.
Generally speaking, the higher the level, the better the tech. By moving the desirable techs off of level 1, the player is forced to commit to a particular branch. In so doing, though, the player is also guaranteed a juicy reward at the end. And there is an added bonus: In several places, by researching to level 2 or 3 of a given branch, a player can shortcut into level 2 or 3 of another branch, thereby being forced to pick up the relatively-useless level-1 techs only once.
With one notable exception, I have stripped out all of the "AND" prerequisites in favor of a much-higher number of "OR" prerequisites. I understand the intent of the AND in Rules as Written: They were trying to encourage diversity by forcing players along two different paths to get to a good tech. The problem is that it usually isn't worth the trouble, especially with the high-quality low-level techs that are available. To achieve my goal of having a shallow tree, it seemed necessary to strip out the "AND"s.
shaunm wrote:Before making a definite decision, please check the key paragraphs in Remy's motivations:GOALS:
First, to banish weak techs to the bottom of the tree, where they belong.
Second, to promote good techs to the end of the tree, where they belong.
Third, to make it easier to reach end of the line techs without a gamelong investment.
(Combining these three reasons leads to a situation where somebody that has invested in tech is going to get consistently better benefits than somebody who hasn't.)
Fourth, for there to be compelling reason to dig into the tree, following the paths rather than just dancing across the early levels.
Fifth, to see more flexibility possible, granting a larger variety of prerequisites.
Sixth -- and perhaps most important for me -- this new tree should enable a much greater degree of differentiation among players as to which techs they choose to research.
Generally speaking, the higher the level, the better the tech. By moving the desirable techs off of level 1, the player is forced to commit to a particular branch. In so doing, though, the player is also guaranteed a juicy reward at the end. And there is an added bonus: In several places, by researching to level 2 or 3 of a given branch, a player can shortcut into level 2 or 3 of another branch, thereby being forced to pick up the relatively-useless level-1 techs only once.
With one notable exception, I have stripped out all of the "AND" prerequisites in favor of a much-higher number of "OR" prerequisites. I understand the intent of the AND in Rules as Written: They were trying to encourage diversity by forcing players along two different paths to get to a good tech. The problem is that it usually isn't worth the trouble, especially with the high-quality low-level techs that are available. To achieve my goal of having a shallow tree, it seemed necessary to strip out the "AND"s.
I hope this sparks some interest in most of you...
sircrowin wrote:I like this house rule of SA, if the people want we can play with that:
*Dreadnoughts roll 2 dice during Space Battles and may bombard planets without an invasion taking place.
They count as 2 units towards the production limit when producing units (also for secondary of Production).
*War Suns may use their Sustain Damage ability twice. They count as 3 units towards all production limits.
*Any unit using the Sustain Damage ability immediately loses one combat die, to a minimum of 1.
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