Norfleet
Moderator
- Joined
- Jun 3, 2005
- Messages
- 12,250
I'd say the main factor in this is that research and technolergy are, in most such games, fundamentally separated from economics, government, and infrastructure. Thus it's hard to model regression because even in the event of total destruction of everything and you ending up as the OPM of Outer Bumfuck, you keep all of your unlocked "techs". Although your ability to use them might be somewhat more limited.For instance in EU4 you almost never go backwards as a society. Even if you get invaded and lose 90% of land or suffer revolts or w/e you keep your powerful national ideas, idea groups, tech, government progress, and so forth. Whereas historically, like in the Roman empire for example, economic devastation from military conflict, loss of key provinces, breakdown of international and empire wide trade and instability caused the merchant and naval and logistics capacity to drop, technology was lost, the school system collapsed, the Roman census ended, and so forth and this caused a spiral into more decentralized and simplistic forms of state power.
In contrast, if instead of having a "research tree" in which you research explicit things, your technolergical advancement and ability to thus produce and do more technolergically advanced shit were much more strongly linked to your constructed infrastructure, stocked inventory, and deployed assets, and not a "tech tree" you "research", it would thus be possible to go backwards. As an example of tihs, we could look at the older Total War games, before Empire's tech tree: Your ability to produce advanced units, higher quality administrators, and whatnot, was linked to your constructed assets. If you lost access those assets, you would lose the ability to produce those units and what you had left would become lostech that would eventually be worn down by attrition until you re-built the infrastructure needed to produce them. There was no explicit "research tree" that created this effect. Rather, it was the lack of an actual research tree that allowed it. Yet despite the lack of a research tree, you still had a sense of "advancement".
And I think this is kind of the way "research" should be done: You produce infrastructure and things, allowing you to produce better things. There's no explicit research that you ever do. Because let's be realistic: How much tech in the real world was actually invented by libraries? Technolergy is mostly a product of industry. People invent better things because they're doing things with them. Purely theoretical research of the kind a university would produce doesn't play that big of a role in tech directly, but rather, in the production of human capital that enables the tech to happen. Thus, how it should work in such a game is that units and shinies are produced by your infrastructure, infrastructure which requires units (like people) to operate. This creates a circular dependence loop in which in buildings produce things and require other things to run. An electronics plant produces electronic things and requires qualified technicians to run: It also produces more experienced technicians as a byproduct of those technicians getting more experienced. Those more experienced technicians are able to operate a plant that produces more advanced computer things. The more advanced computer things are used for such and such, like, say, your fancy fighter jets, which requires things like fuel and qualified pilots to function as an actual unit in the field. Massive destruction of any of these assets may end up creating a hole in your web of dependency that causes you to lose the ability to produce any of these. This all could operate with a traditional research tree, but it could just as likely work without it.
Take the real world: The US has apparently turned the F-22 into Lostech, because we scrapped the infrastructure needed to produce them. While it might be possible to rebuild that equipment, the people who knew how to operate that equipment are now gone. They've since retired, been fired, or otherwise moved on to new jobs and the base just isn't there anymore. Restoring the ability to produce this would likely cost as much, if not more, than simply inventing a new fighter jet. In the Civ research model, this could never happen, because you'd research "F-22" and you'd automagically gain the ability to queue those things for all time until some other advance specifically flags them obsolete. Your ability to do a thing cannot be lost due to damage or disuse, and costs nothing to maintain (unlike in the real world, which is why it is gone now). Tech in games with this model is just weird and unrealistic where it is not uncommon to simply skip all of the intervening steps, research to the end of the tech tree, and bust out with the shiniest and most advanced shit out of nowhere. This doesn't really work that way in the real world: The Chinese cannot just steal stealth fighter tech and produce their own equivalent stealth fighter. I mean, they can, but it's shitty, because they lack the experience and people to actually do this properly, and have to earn their wings. And there are big holes in their production chain that make their ability to keep doing so under any kind of stress shaky.