Cat further organizes theories/techs--the same reason why cats are used regardless we used my ideas or not.emrys wrote:So what would be the point of theories under your proposal?
I also mentioned about theory refinement a few times before. If you don't like to research cat, you can apply my idea solely on the theory. Each "refinement" in theory will up the the level of that theory, which will lower the cost of all related apps and possibly spawn new theories. In every new theory, you pay x rp and y turns HOI deal.Aq wrote:I like the efficiency of funneling RP that your idea proposes, but I think it would be confusing to have categories that are, in fact, not categories, but techs themselves.
So for instance, after you pay x rp and y turns for some light cruiser thoery which spawns some applications, you have the option to dump in your excessive rp back into light cruiser theory to refine it. When you do that, all the related application becomes cheaper and faster to research and light cruiser ups a level. In addition, you get heavy cruiser theory or the light cruiser theory tuns into heavy cruiser when you have all the prereqs.
You can also do the level thing as the prereq mechanism. So to get heavy cruiser tech, you may need z levels of theory either in x, y, and/or z distributed that best suite your path and our grand strategy. You can refine light cruiser several times to fulfill the z level if you wanted to.
I don't think the UI will be all that complicated. You click and you research the theory. You click again to up the level. You click on the same theory several more to spawn new theory and to lower the cost of apps. Remember you can do fancy non-static stuff like pop-ups, flashing texts, use color contrast, overlay, text scroll, text animation, some voice acting when your mouse points to that box...