We need to assemble a list of technologies that players will be able to research in their academies. Academies will not make it into the first release of the Hideout and they will be added after Banks and most probably -also- after Ship Specialization
Academy
The academy can only be build in the player's hideout. It is where the scholars meet and research new technologies. The greater its level, the more scholars can be hosted and the bigger their libraries and experimental rooms will be. This allows them to research more difficult technologies and in greater speed.
Technologies concept
- Technologies should be percentage bonuses. Slowly and tidy, all percentage bonuses in the game should be removed or limited. The removed percentages should be incorporated into technologies. More percentage bonuses will be invented and added in the game with the technologies. Percentage based technologies could have levels. Finite or infinite.
- Technologies must provide specialization. Just like ship specialization,there must be added on specialization. This type of specialization should facilitate different playing styles. It is however hard to achieve diverse specialization therefore...
- Technologies must be hard to research They can include missions for example - in the style of nation missions. They can have social requirements, like country votes. Or special laws. We need ideas here.
- A single player must be unable to research all of them In fact, he will have to be forced to few choices. We can achieve this by creating chains and by generating special tech points that will be limited. For example, a cap on how many chains a player can take. If we have 5 primary chains for example,a player should be able to select up to three.
- Technologies must be logical. They must be self-explanatory as most as possible. We will leave the magic part only to voodoo. For technologies, we need accurate names and results. If this means that we will need to incorporate some voodoo card effects to Technologies (and then retire the cards), so be it.
Here is a sample technology list. Just a pre-pre-design. Just random ideas that are nowhere near finalization.
Navigation - Percentage bonus speed to all ships
Magnetism - Unlocks abilities such as 4 port trade routes, number of warehouses, number of merchants, etc.
Metallurgy - Percentage bonus to all ships attack/defense (perhaps directly affecting iron scantling)
Astronomy - Percentage bonus travel time reducement (on top of ship speed as this theoritically improves pathfinding)
Gunpowder - Percentage bonus attack to all ships (perhaps affecting bronze cannon ability too)
Chemistry - This can be used to unlock certain hideout buildings relative to production or their production directly. It can affect ships too but possibly we will use it for the first case.
Physics - This could even affect the type of ships a player can build. A SoL for example must require a lvl 20 Physics (poor newbs I suppose...) in order to build it.
Military Tradition - This can affect military ships to build like Physics and/or affect future foot battle.
Banking - Extra requirement for bankers, it should unlock features. It could also improve some of their rates.
Economics - Trade bonuses - percentage based again.
Assembly Line - It could reduce turns needed to build a ship and/or affect resource producing buildings.
Education - It could further improve tehnology researching speed.
Milling - Allows construction of resource processing units, such us Grain Mills, Liquor workshops, Tobacco Workshops
Mining - Allows construction of ore mines, iron mines, iron mason, stone mason.
Colonization - Allows construction of resource production buildings such as Tobacco Farms, Sugar plantation , Grain etc
Fishing - Improves fishing rate
Pirate Tactics - Every level adds a Skirmish point/day
This is where you can also contribute. Either by reformatiing the above technologies or by proposing new. We would be open to tech ideas that affect turn generation, turn maximum cap and more.