Hideout Academy - Technologies

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Re: Hideout Academy - Technologies

Postby Captain Jack » Tue Jun 23, 2015 7:38 pm

We should pick a few technologies that will make the entry level for Academy 1.0
They should affect existing features.

It would be good to start throwing ideas on costs.The need to be big to allow specialization (read 1st post for more).
Research time should be big too. I am not sure if we should allow fasten here. We will see.
Academy levels will affect research speed (2.5% reduction for every level will be used).
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Re: Hideout Academy - Technologies

Postby Mohammed » Tue Jun 23, 2015 8:04 pm

i think the first few technologies researched should not cost that much but they would get really expensive as you go further in the tree or try to further research a technology you already researched to increase its effect
i am trying to think of a few more technologies to add to the suggestion well post if i think of any
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Re: Hideout Academy - Technologies

Postby Captain meow » Sat Jul 11, 2015 4:42 am

would it be possible for primitive steam ships to be made as a tech upgrade im just wondering like experimental coal fired engines it would not effect much
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Re: Hideout Academy - Technologies

Postby Stan Rogers » Thu Jan 07, 2016 4:59 pm

Bumping this thread for review and further discussion

"Estimated time for this, is about 3-4 more weeks. Some work has already been done and it is the leading choice right now. The biggest problem here is to decide the technologies that will be included in the first version. More details are needed, such as technology and building costs."
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Re: Hideout Academy - Technologies

Postby Redjack02 » Fri Jan 08, 2016 12:54 pm

I somehow think Academy should be attached to the nation features.
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Re: Hideout Academy - Technologies

Postby Brazzler » Fri Jan 08, 2016 1:40 pm

Redjack02 wrote:I somehow think Academy should be attached to the nation features.


Do you mean it would be researched as a nation?
If you didn't want your ass shot off, you shouldn't have stuck it out so far.
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