Since Empire: TW, the ghastly, if not highly unrepresentative, spectre of tech trees has plagued the Total War series, resulting in pre-determined, unimaginative and thoroughly unrealistic research methods. Just click on the next slot in a tech queue and in a few turns, abracadabra, a new ability or bonus magically opens up! The abstract nature of tech trees ignores the influence of real-world discoveries on R&D yet fails to do justice to the theoretical work of scientists, mathematicians and engineers. Pure research doesn't conform easily to a time-table and certainly not one as uniform as a tech tree. Basically, despite game designers blustering to the opposite, tech trees increase the gamey-ness of a title.
Superior methods, naturally, exist. I propose that technological development actually be impacted by diffusion of knowledge across factions, repetitive actions by characters, or Legions, given the new trait focus, and even some academic research. Adoption of a technology can be represented using the trait system.
Information disseminated by contact, through trade or war. New ideas flowed across cultural and political boundaries. In a campaign, continued contact with a faction, namely fighting them, obtaining trade rights or allying with them, allows the swap of technologies. Consistently completing a task gradually improves efficiency and efficacy: practice makes perfect, after all. Routinely besiege cities and siege ability should increase. Finally, establishing a school or academy concentrates the brightest minds of the ancient world, thus expediting technological development. Possibly, allowing the player to pick a focus, ie siege, naval, land warfare, to guide the academy is admissible.
The trends are against this idea but hopefully Rome II will actually be the groundbreaking, revolutionary game advertised online.




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