Researching technology

A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

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ProfessionalTD
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Researching technology

Post by ProfessionalTD »

I still haven't quite got the hang of the discovered technologies. After a technology is discovered, it still needs to be researched. Do you have more direct influence on what exactly is to be researched or does it simply work via budget allocation. Unfortunately I could not find more detailed information in the internet and the manual.
Kamelpov
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RE: Researching technology

Post by Kamelpov »

The discovery is randomized but the research you have direct influence on it if you have the dedicated ministry be it economic or military staffed.
ProfessionalTD
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RE: Researching technology

Post by ProfessionalTD »

Thanks for the feedback. Do I have to call the corresponding leader for this or is the direct technology selection hidden in another window. Somehow I can't find the window for it[&:]
Kamelpov
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RE: Researching technology

Post by Kamelpov »

It's the call(not sure) but usually i see the choice once tech is over and you have already multiple discovery in wait.
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KingHalford
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RE: Researching technology

Post by KingHalford »

TOP TIP!

Once you've Researched three techs in a tier it opens up new tiers. DON'T DO THIS until you've Discovered the essential techs in the tier you're in first.

This is especially important early on, as you need either Power Station (if you have access to fuel) or Solar Power and then all of Universities, Hospitals and Barracks as ESSENTIAL early game techs.
Ben "BATTLEMODE"
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AttuWatcher
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RE: Researching technology

Post by AttuWatcher »

ORIGINAL: KingHalford

TOP TIP!

Once you've Researched three techs in a tier it opens up new tiers. DON'T DO THIS until you've Discovered the essential techs in the tier you're in first.

This is especially important early on, as you need either Power Station (if you have access to fuel) or Solar Power and then all of Universities, Hospitals and Barracks as ESSENTIAL early game techs.

That is a top tip. Of course in my first game I went through the early research tree without getting any techs that produce power. Now I'm really in trouble.
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MC456
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RE: Researching technology

Post by MC456 »

ORIGINAL: AttuWatcher
That is a top tip. Of course in my first game I went through the early research tree without getting any techs that produce power. Now I'm really in trouble.

I think Vic needs to add Fuel Generators as a basic tech (no research required) energy option, though with a very costly/inefficient conversion ratio. I think if people in Shadow Empire can figure out how to build engines and get them to run vehicles then they can problem power their cities using the same tech. When playing on the Slowest game setting it can be a pain trying to hope you discover the right energy techs before you can even start building anything else. It's a little too limiting in terms of development.
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KingHalford
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RE: Researching technology

Post by KingHalford »

ORIGINAL: MC456
ORIGINAL: AttuWatcher
That is a top tip. Of course in my first game I went through the early research tree without getting any techs that produce power. Now I'm really in trouble.

I think Vic needs to add Fuel Generators as a basic tech (no research required) energy option, though with a very costly/inefficient conversion ratio. I think if people in Shadow Empire can figure out how to build engines and get them to run vehicles then they can problem power their cities using the same tech. When playing on the Slowest game setting it can be a pain trying to hope you discover the right energy techs before you can even start building anything else
. It's a little too limiting in terms of development.

This isn't a problem: follow the tip I gave above and go straight for Power Station or Solar Power. I'm personally against adding extraneous techs in to "fix" non-issues. There are usually Hex Assets scattered around that give you power, so go for those as soon as you can!
Ben "BATTLEMODE"
www.eXplorminate.co
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KingHalford
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RE: Researching technology

Post by KingHalford »

Just to elaborate on why I dislike this idea a bit more: consider adding Fuel Generators as a stop gap. They're inefficient and they suck, and people will build them early instead of doing what you're supposed to and searching for Hex Assets whilst researching Economic Assets: they'll eventually realise that you're going to need the Solar Power or Power Station anyway and since they're so close Fuel Generators is obsolete within three or four turns. I don't think this is the best idea.
Ben "BATTLEMODE"
www.eXplorminate.co
MC456
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RE: Researching technology

Post by MC456 »

From a strictly gaming standpoint you are right, but it makes sense to have fuel generators from an RP standpoint and a logical one. They could be classed as Level 0 Power Plants and upgraded into Level 1 (or scrapped) once the tech is researched. Finding low tech cultures building them should make sense.
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KingHalford
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RE: Researching technology

Post by KingHalford »

In the beta branch (and I think likely dropping to the main branch today) Bio-Fuel has been added as an Early Tech, which I guess addresses this issue.
Ben "BATTLEMODE"
www.eXplorminate.co
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