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Thread: What Utopia needs 3 - Science system

  1. #1
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    What Utopia needs 3 - Science system

    I won't critic on the current science system, although it does not look good. It is an attempt to try something. They tried it and it does not work as expected. Things like that should be encouraged. The team should continue to try more stuffs that is on their mind.

    However, the quality of what you are trying, should be improved. The direction should be clear.

    I mean, is there a goal you are trying to reach? Is there a stage you are trying build? So all the experiments are to confirmed the feedback, game play or so on?

    You should not try something that do not has a purpose. Or out of random. You must know what you are doing so all the time you put into those codings, modification will worth it at the end.

    The science system, implemented in this age, is something that is too powerful. You do not want to give more power to a prov because it serve no meaning at all.


    For example, there is this point and example I have been kept telling Utopia teams, long long time ago.


    The value of specialist, from 4 increase to now 6. The elites from 7-8 increase to 9-10. There is no point in keep increasing the value. Because they comes in parallel.

    When the time you raise the elites to 12 one day, your specialist will go to 7 or 8. It makes no difference. It is a waste of time.




    Proposed Idea:


    Science, should be something that is gained through experience. When a province attacked a lot, so will his OME increased. When a province took a lot of acres, so will his acre gaining increase. A TM ops more, so will his mage and thievery operation effect increase. When a prov been hit a lot, so will his DME increase. So on.


    There are some that might not fit into this case, such as how population, income or building time/cost works? I have no idea as well, but why don't we work on those which is logically implemented and separated them into two categories? One is gained through experience and another is invested in points. This will make it interesting. Those gained by experience should not be able to be learnable.

  2. #2
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    Doesn't work. People will end up intra-ing each other or exchange blows with allies just to strengthen their science and not war.

  3. #3
    Forum Addict smercjd's Avatar
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    Quote Originally Posted by Returner View Post
    I won't critic on the current science system, although it does not look good. It is an attempt to try something. They tried it and it does not work as expected. Things like that should be encouraged. The team should continue to try more stuffs that is on their mind.

    However, the quality of what you are trying, should be improved. The direction should be clear.

    I mean, is there a goal you are trying to reach? Is there a stage you are trying build? So all the experiments are to confirmed the feedback, game play or so on?

    You should not try something that do not has a purpose. Or out of random. You must know what you are doing so all the time you put into those codings, modification will worth it at the end.

    The science system, implemented in this age, is something that is too powerful. You do not want to give more power to a prov because it serve no meaning at all.


    For example, there is this point and example I have been kept telling Utopia teams, long long time ago.


    The value of specialist, from 4 increase to now 6. The elites from 7-8 increase to 9-10. There is no point in keep increasing the value. Because they comes in parallel.

    When the time you raise the elites to 12 one day, your specialist will go to 7 or 8. It makes no difference. It is a waste of time.




    Proposed Idea:


    Science, should be something that is gained through experience. When a province attacked a lot, so will his OME increased. When a province took a lot of acres, so will his acre gaining increase. A TM ops more, so will his mage and thievery operation effect increase. When a prov been hit a lot, so will his DME increase. So on.


    There are some that might not fit into this case, such as how population, income or building time/cost works? I have no idea as well, but why don't we work on those which is logically implemented and separated them into two categories? One is gained through experience and another is invested in points. This will make it interesting. Those gained by experience should not be able to be learnable.
    Current Science is fun, IMO - just too strong.
    You proposed idea is interesting for sure...but I don't think that's what science is or should be. If you wanted to add another category to the game...mayb called "experience" - and it did something similar to what you're describing, that could work...but as elmo suggested, this should not be a resource that could be taken by ops/attacks...furthermore, it should not be too powerful...over the span of an age, an avian tactician could theoretically attack 330+ times. This avian's OME shouldn't be able to reach a number like +50% OME...that's too much, especially when it's a resource that can't be taken.

  4. #4
    Post Fiend
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    Science effects based upon the actions of our Provinces ... it seems that people would base their Sciences upon the inte ded actions of their Provinces anyway - but yes - receiving them for the actions is as equally viable and interesting - although it completely kills science pumping.

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