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kk pandora copypasta

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Dec 21st, 2014
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  1. >In order to preserve the concept of an unknown future while at the same time making counters easily identifiable, we decided to go with a randomly generated tree that displays a technology's benefits, but only shows technologies that are researchable, or at maximum one step away from that.
  2. >Each technology is classified based on its power level (9 in total: early, mid or late era, with 3 eras total) and then all techs of the same power level are spread over two tiers, resulting in a final tree depth of 18 tiers with randomly generated links. We felt that due to the increased overview of the tree, reducing its total number of tiers but increasing the number of options per tier was a good choice. Note that no technologies are dropped and the generated tree is the same for all players in a game, but different each game. You can only see the tree 2 technologies ahead so each tech you discover open up more of the tree.
  3. >While randomly generated links can result in seemingly unrelated technologies leading to each other (a problem which solution would anyway greatly restrict game balance), the unique research experience associated with each play through easily make up for it and should provide players with interesting decisions all throughout the game.
  4. >We’re extremely pleased with the way the technology system works and guarantees a different game each time and gives you interesting decisions to make. In other games of this type the tech tree is always pre-determined and that means after a while you work out the optimal strategy or get stuck in a rut of researching the same things in the same order. This one important change means you can no longer do that and every game has the joy of discovery as you learn how the tech tree is configured.
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