RimWorld

RimWorld

Tech Leveling
It would make sense to level the tech as you go in order of the tech ages. Kind of like going from the stone age to the industrial age as you research each age.
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Showing 1-12 of 12 comments
Gopher Aug 9, 2016 @ 1:51pm 
It would be nice to have some stop-gaps. As it is, I feel like I get literally all the research done within the first year most of the time. I've started playing only Tribal scenarios simply to try and slow down the rate at which tech progresses!
So like researching "spacer" tech level and "trancdent?"
SquareDildo Aug 9, 2016 @ 3:35pm 
This game is not Civilization.
Ficelle Aug 9, 2016 @ 4:19pm 
Agree about tech speed being way too high on colony.
Those guys are not researching, they are reading a note and tadaa, they get a new tech.

Tribal speed seems like what it should be by default.
Gopher Aug 9, 2016 @ 6:09pm 
Originally posted by SquareDildo:
This game is not Civilization.
Civilization is just the most well known game to use this type of terminology, but it is hardly the ONLY game to use it.
Tinytim Jun 2, 2019 @ 2:53pm 
came across the same thought, so reviving an old thread.

What bothers me is the "current tech level is " and followed by a penalty. It would make more sense to just say "tribal start: tech levels are extra expensive" if the game doesn't intend for the tech level to change.

Also, kinda weird having a "neolithic tribe" able to craft guns and so on. Would have made a lot more sense if it was that once you have researched every tech from an age that you have advanced to it. You still have a hefty penalty, but it makes a lot more sense (in return, you can increase the penalties even further if you feel like tribal start gets too quick then)
Morkonan Jun 2, 2019 @ 3:32pm 
https://rimworldwiki.com/wiki/Lost_Tribe_Guide

Higher research levels are much more expensive for Tribal Starts. (doubled/tripled) :)

Grats on a nice necro, but it's understandable. I don't think all thread-necros are so very outrageous "offences." :) BUT... the answer was available in the wiki.

Basically, tech isn't usually done the way you suggest, having to complete all research options, in order to show that parallel development of tech isn't a usual thing in human cultures. If you want to know how to build a snowman, you don't ask a Bedouin tribesman - You ask an Inuit. Some technologies will never be pursued, some may be practically intrinsic to a culture.

There are also some techs in Rimworld you can easily ignore and/or avoid and some you may want to "rush." That's good. It gives the player a choice-moment based on knowledge, want or need, and that's what "gaming" is all about.

IIRC, and my memory may be fuzzy, I once played a game that unlocked "Eras" after a certain point-level of research was reached in the previous Era. IOW, you had to have researched xxpoints in one to advance to another. It was kind of silly, though, and not very "realistic."
Last edited by Morkonan; Jun 2, 2019 @ 3:33pm
TSense Jun 2, 2019 @ 3:35pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=1182992587&searchtext=research
30s with loading times.
If i look around more, i think there were too others that do this.
do you need me to type "steam" into your google window too?
Last edited by TSense; Jun 2, 2019 @ 3:36pm
Jigain Jun 2, 2019 @ 8:33pm 
Originally posted by Gopher:
https://steamcommunity.com/sharedfiles/filedetails/?id=735268789
Best mod I have found for this.
Seconded.
Saviliana Jun 2, 2019 @ 10:05pm 
Thinking of something like Age of Empire or Empire Earth, that you need to research of a certian tech/each level to advance to the next level.
Such as research smithing to advance form stone age, machining to advance to industry age, advance electrical to move to spacer, something like that make more sense.......
Morkonan Jun 2, 2019 @ 11:51pm 
Originally posted by Gopher:
https://steamcommunity.com/sharedfiles/filedetails/?id=735268789
Best mod I have found for this.

Ooooh... That looks pretty cool. Thanks!
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Date Posted: Aug 9, 2016 @ 1:10pm
Posts: 12