Too many military techs?

Although I am pretty pleased with the overall bredth and organization of the techs available I find that there are just waaay to many military techs. I understand having tech branches for each type of weapon and technology but researching 5 types of phasors? Thats overkill. What do you all think?
13,588 views 12 replies
Reply #1 Top
It's infuriating, sure, but it makes the game more dynamic. If you're playing a diplomatic civ, you might never use your guns, so do you need the best? I think I had only two combats in my last game.
Reply #2 Top
I love it the way it is. The depth is far too great to allow you to be competitive in every weapon type, plus in longer games it's the only thing that keeps everyone from maxing out weapons tech.
Reply #4 Top
A lot of Civ games expect you to research everything , but I think this one is different. You are not expected to research everything (Except for a technological victory of course).You have to decide on something compared to the circumstances and stick with it. Keeps you thinking and makes your decisions more important
Reply #5 Top
It's not even necessary to research everything for tech victory. Just the tech victory line. And of course, manufacturing techs to build research facilities, economic techs to support the research facilities, and stuff like that. Well, you can leave military and influence and diplomatic techs relatively alone.
Reply #6 Top
I am new to the game and my first impressions were similar to the OP, why were there so many techs that were quite similar to each other.

But then I got more and more involved in the finer points of playing it and realised that, in context of the military aspect of the game, whilst weapon X is good Weapon X+1 might only add a little bit more fire power BUT it weighs a little less and so now and can carry that extra piece o farmour or fir that warp engine, etc etc etc.....

I have now grown to love the fact the small and subtle, but quite significant, changes to the weapon types can make such a difference to the final loading of your created ship.

Also I love tech trading and find that I often cultivate good relationships with an opponent who is researching down a patch that I am interested in. I let them research weapon X+4 and then start to barter with them to get it, for as least as possible. If I am lucky then I can either use it or just research weapon x+5 without having to have researched all the previous types first.

All good stuff
Reply #7 Top
Is there a way to mod the game like
Laser I damage 1
Laser II damage 2
Laser III damage 3
Laser IV damage 4
Plasma damage 4
Plasma 2 damage 5

instead of.....

Laser I damage 1 (less space)
Laser II damage 1
Laser III damage 1
Laser IV damage 1
Plasma damage 1
Plasma 2 damage 1

At least if we have to invent so much we should get a proper bonus to the gun just not making them smaller.
Reply #8 Top
It turns out the same, in the end. You can put more of them on the ship, or fit extra components on to make the ship more effective. Making the weapon take less space is a "proper bonus".
Reply #9 Top

Also I love tech trading and find that I often cultivate good relationships with an opponent who is researching down a patch that I am interested in. I let them research weapon X+4 and then start to barter with them to get it, for as least as possible. If I am lucky then I can either use it or just research weapon x+5 without having to have researched all the previous types first.


The problem though is that the computer over values its weapon techs (so its a bitch to trade them). Plus the fact that you can go from laser mk 1 to phasors mk5 with one trade kills the whole fun in catching up when your seriously behind.

Reply #10 Top
But Phasors Mk VIII? Seriously...


How many ipods are there?

If you dont like so many weapon techs, just go evil and research the evil weapon, should last you to the end of the game even thou it's expensive.
Reply #11 Top
MOO solved this "problem" (complaint?) by having weapon techs self miniturize over time as you climbed up the tech ladder. It was 100% reasonible to stick with weapon X after you had discovered weapon Y because you could pack more weapon X on board.

Reply #12 Top
MOO solved this "problem" (complaint?) by having weapon techs self miniturize over time as you climbed up the tech ladder. It was 100% reasonible to stick with weapon X after you had discovered weapon Y because you could pack more weapon X on board.


Thatm solves nothing because WEAPON Y cost crap load of research points to get as oppoesed to the marginal cost of ebttermeant. Plus allt he weapons aren't really different. All the weapons are pretty incremental, onyl changes in them are put in there for flavor. Liek the big change from power 1 to power 2, doesn't really exist in missle weapons.