Experiments in Locked Techs


#1

Would people support a change where, if you get an experiment in a locked tech, the research points are distributed evenly among all non-locked techs instead of just getting nothing.


#2

what if there are 7 locked techs ?


#3

Why not just prevent experimentation hits in locked categories? I know you have explained the reasoning before but I can’t remember and it still doesn’t make sense.

The locked tech feature adds a layer of value to the game, but making experimentation fail randomly sometimes when that feature is used is very odd and unintuitive. I don’t think that an even distribution of these failed points into remaining categories is any more intuitive or logical. My two cents.


#4

Your scientists have made a breakthrough in hyperspace range. Although this technology is locked the research gathered has practical uses for your other research teams. All other techs receive 24 points.


#5

The thinking at the time was, if you had a game with several locked, experimentation becomes a more significant random factor. At the time there was a bit of opposition to having Experimentation random at all.


#6

A solution which has not been mentioned is:

Only boost unlocked techs but reduce the reward so it becomes proportional to total unlocked techs. That is “X * T * 12 points” where X is Experimentation level and T is number of available techs minus 1. Minus 1 because it fits the current values, and you’ll never sensibly have only experimentation. In normal games this would give 72 points, 60 with 6 techs, 48 with 5 techs and so on. Another way to say it is T is the number of non-experimentation techs in the game.

(I’m not backing this solution, nor not-backing it, just sharing)