Ymir
Attila Jan 7, 2021 @ 8:40pm
Failing research feels so bad
There is nothing you can tell me to persuade me that a % to fail a major research project is good for the game. It is an artificial, RNG based roadblock that servers 0 purpose. I don't see why you can't just make intelligence/culture (and whatever else contributes to the success chance) reduce the amount of time it takes to research something and just increase the average time required to research technologies.
I've failed Agriculture at 78% and what am I supposed to do now? It will take me about 3 days to gather the 20 pottery and then another half a day to research the tech just for a chance to get it. It is bad game design and this feature puts to shame otherwise a great economy simulator.
< >
Showing 1-10 of 10 comments
Ultum Jan 8, 2021 @ 7:41am 
Yes, this can be brutal. I normally revoke the consumption of pottery trait until I unlock this one, as it tends to fail for me too. Very painful...
Last edited by Ultum; Jan 8, 2021 @ 9:49pm
Attila Jan 8, 2021 @ 9:52am 
Originally posted by Ultum:
Yes, this can be brutal. I normal revoke the consumption of pottery trait until I unlock this one, as it tends to fail for me too. Very painful...

It's not even that technology. I don't think I can bear other, more complicated technologies that take even more time (which no doubt are coming in the future) failing over and over again. I think people have complained in other threads about going for a tech that has 30% success chance.
Ultum Jan 8, 2021 @ 9:51pm 
Part of the game is raising the Porto’s logic with housing, etc. so they have a better percentage chance, but if that part of the game isn’t working for you, I get it.
Attila Jan 9, 2021 @ 9:07pm 
Failed the second time at 76%. Such a poor, poor design.
Here's a suggestion, every time we fail a tech we get a 10% boost for the next try. How stupid can a civilization be anyways? There is absolutely no way to advance your civ unless you manage to research specific tech and if you keep failing, you will never catch up to others.
Oplosz Jan 29, 2021 @ 6:26am 
not to mention the miriad of other retardedness.
I mean it's an already hard to learn and supet complicated game, but the developer tought it's a great idea that you have to guess how to trigger semi random technology that you will 100% need and cannot skip for progress... wow I'm glad i afk-d for 10 hours on a realtime server waiting for bronzeworking while i literally had mountains of both tin and copper....
myxlplykx Jan 30, 2021 @ 10:45am 
Originally posted by Ckeeze:
not to mention the miriad of other retardedness.
I mean it's an already hard to learn and supet complicated game, but the developer tought it's a great idea that you have to guess how to trigger semi random technology that you will 100% need and cannot skip for progress... wow I'm glad i afk-d for 10 hours on a realtime server waiting for bronzeworking while i literally had mountains of both tin and copper....

technologies like bronze/iron/steel are time gated to 1/2/3 months after server start. its meant to allow other nations to catch up to those ahead and prevent groups of leaders from hitting steal in a month by knowing how to exploit the tech system.

This failing tech thing is really only an issue in the stone age in later ages it is very easy to bring you int high enough to 100% things. and those you dont are later era techs anyways and your just grabbing em just to have em.
Attila Jan 30, 2021 @ 11:53am 
Originally posted by myxlplykx:
Originally posted by Ckeeze:
not to mention the miriad of other retardedness.
I mean it's an already hard to learn and supet complicated game, but the developer tought it's a great idea that you have to guess how to trigger semi random technology that you will 100% need and cannot skip for progress... wow I'm glad i afk-d for 10 hours on a realtime server waiting for bronzeworking while i literally had mountains of both tin and copper....

technologies like bronze/iron/steel are time gated to 1/2/3 months after server start. its meant to allow other nations to catch up to those ahead and prevent groups of leaders from hitting steal in a month by knowing how to exploit the tech system.

This failing tech thing is really only an issue in the stone age in later ages it is very easy to bring you int high enough to 100% things. and those you dont are later era techs anyways and your just grabbing em just to have em.

While this might seem like an issue only in early ages, it impacts your entire run on the server. By the time I've failed Agriculture 3 times, most people had multiple tiles filled with farms and were spreading all over the map like wildfire. By then, I'm the underdog due to a badly designed feature. If we were discussing techs for having Granary 2 or something, it would be a whole another story, but I'm talking about RNG impacting my ability to advance in ages and ultimately have fun with the game. There is NOTHING fun about this rng. At least in card games like Hearthstone you can laugh at how OP a combo caused by RNG is. Here....I just want to sit down and cry and dread collecting the resources necessary to try again.
Granhyt Feb 1, 2021 @ 6:03am 
There is no time gate, and it's been confirmed by the developper many times.
However, there is a few mecanisms slowing techs. If you get a tech by yourself (no passive spread, no trade), you'll have a cooldown of about a day (in persistent) until you can get another tech.
Fulfilling prerequisites to unlock an Idea can be complicated to get right, and the "mean time to happen" after this can be very variable, so it's hard to say what works and what doesn't.

About the percentage chance to complete or fail a Tech after you got the Idea, on the other hand, I fully agree, the current system needs to change.
Rolling dices all game long isn't fun. Especially with important techs like agriculture or leadership.
Pardranor Oct 13, 2021 @ 3:42pm 
I have failed 4 times in a row, last time i had 98% success rate, but failed again.
Grigor Oct 15, 2021 @ 12:14pm 
I don't mind it. No resource is so difficult to produce that you can't produce more quite soon, and in makes sense for certain developments to take time and be slow.
< >
Showing 1-10 of 10 comments
Per page: 1530 50