4 ms·
The first Master Of Orion was like this. You put resources on research fields, and once you filled them you had a small chance (increasing every turn) of discov
by vvillena 8y ago
The first Master Of Orion was like this. You put resources on research fields, and once you filled them you had a small chance (increasing every turn) of discovering the next breakthrough. You couldn't choose specific techs to research, and you couldn't discover everything on your own, meaning that you needed to trade or steal tech from the other civilizations. This was essential, because sometimes you were left with big gaps in your knowledge (say, lack of fast engines for your spaceships, or weak terraforming tech), and keeping up with everyone else was essential.
- vilinus 8y agoMaster of Orion II was slightly better in this regard - there were 2-4 technologies in each tech discipline per rank and you could only research one of them (except for early game tech where everyone would get everything on the list). This meant you could plan your tech strategies ahead of time - barring random breakthroughs and salvage tech - so you could design your empire around the tech tree you were going to pick. The game also completely broke this approach by including a racial attribute that guaranteed you discovery of every technology at each level - "creative". You could stack population growth and the Creative stat and pay for them with minor downgrades in other nonessential characteristics (e.g. ship dodge % or spying effectiveness %). The resulting race would have stupidly advanced ships and the economy to support them very early in the game, which usually leads to a total stomp as you just roll over the local enemies and claim a large chunk of the galaxy map as your own, turtling until the endgame.