@redrum said in Global Dominance:
@Hepps Seems like a good start to the tech tree and it would be cool to have a way to easily see what nations had which techs while browsing the theoretical in game tech tree 
Yes it would.
Couple of questions:
- Are you going to consider giving nations more than 1 starting tech each, given that there are now more to research? I personally like in TWW having starting techs for each major nation.
Yes different nations will start the game with National Tech Advancements.
- Do you see Global Dominance lasting more average rounds than TWW? I mainly ask as if you have more techs then you kind of end up needing more time to research the same percentage of them.
That is a question that has a multifaceted answer...
A) Yes there are a number of design elements that mean GD should be a longer game than TWW.
I have changed how Research Centres (RC) operate... you may now build up to 4 of them (vs 3 in TWW) per Major Belligerent and all Minor Belligerents may build 1. The RC now only produce 2 Research Units (RU) per turn... meaning that while each Major Belligerent is down 1 "token" per turn (at max RC) vs TWW, they now also have the Minors with the opportunity to contribute. So for example, if played right... Germany goes from a total of 9 "Tokens" max per turn in TWW... to now having the potential to go to 14 RU per turn. Additionally I am designing GD so that you can pursue multiple Research paths simultaneously. And finally you can earn additional RU per turn via Techs. So in some circumstances things are going to heat up quickly.
C) There are already some Techs that are easier or harder to achieve if you look at how it works...Just in this first Ground Branch of the tree... look at the different # of techs you have to achieve as prerequisites to achieve the Tier 3 techs...

D) Given that there are 65 techs in total that means I think there should now be a good balance between variety and pace... because with the new system... even if you get 2 per turn... the game still has to go 33 rounds before you are completely through all the techs.
- Have you considered making the tech tree have more tiers? I personally think having enough options at any one time is important but also having more tiers requires more planning to get those strong techs.
Given how many options there already are... I have not considered adding more tiers. There is already a good amount of challenge to getting through to Tier 3 techs since often you have to change your paths to compete with a nation that might be pursuing a different branch that means your forces will be overwhelmed if you don't react with counter measures.
- It seems like at least this ground tree is a little more 'standardized' vs less 'varied' in terms of number of prerequisites and dead ends. I think I personally prefer more 'variety' and having some paths dead end at tier 2, some paths be very fast to get to tier 3, and some paths having lots of prerequisites techs. Then balancing those in different ways to promote short term vs long term gain. Just something to think about.
See above. The Tier 3 Techs have been arranged with their power and the number of prerequisites needed taken into consideration. If you have specific ideas or thoughts... pm me or gimme a slap on the lobby. We can discuss.