Topic: Research according to style of play
I think players should be given the option to research according to their style of play.
When selecting each research slider, additional sub-research slider-bars are expounded, where players could specify which areas within each research type they would like to focus on.
I've tried to keep it simple, so only four sub-research types per main research type (there could be more):
Sub-research slider-bars for military might include:
ground defense (improves attack strength for ground forces when defending)
ground offense (improves attack strength for ground forces when attacking)
armaments (improves attack strength for fighters, bombers, and lasers)
engines (improves fleet speed)
Income, slider-bars could include:
cash production (improves cash factory income)
bureaucracy (lessens costs associated with bureaucracy) *see note 1 below
buildings (lowers cost of upkeeping buildings)
units (lowers cost of upkeeping units)
Welfare:
longevity (improves population growth rate)
prosperity (improves income per capita) *see note 2 below
education (improves research rating) *see note 2 below
spirituality (improves magic rating) *see note 2 below
Resources:
storage (lowers food, iron, oct, and end decay rates)
mining (improves iron, oct, and end yields)
agriculture (improves food yields)
exchange (lowers transaction and withdrawal fees)
Construction:
labor relations (faster building)
engineering (build more with available resources)
architecture (lowers overbuild penalty)
logistics (lowers the building costs associated with empire size) *see note 1 below
Note 1: Okay, so my understanding of bureaucracy is lacking. I tried to find out info on it in the wiki, but couldn't find any. I think that it is a value determined simply by NW, no? Or is it determined by a more complicated process? Anyway, if bureaucracy is determined simply by NW, and if NW modifies the costs of explorations, constructing and up-keeping units and buildings, and other things, wouldn't a player who knows they are going to have a very large NW want to research this? Also, researching bureaucracy and logistics together would allow modifiers to stack, whereby the build costs associated with NW would be lowered by both, although a player who wanted to focus on construction costs only (like a player dedicated to constructing planets for the fam) would be better off researching only logistics rather than bureaucracy and logistics. Also, bureaucracy would not effect overbuild costs, for, again, as far as I understand it, overbuild costs have nothing to do with NW.
Note 2:
Okay, so the whole idea behind being able to boost one's research and magic rating is so that we can have effective pop-income-based players without such huge NW. Due to the new morale formulas, pop-income-based SS players can't attack enough because of their NW. And so the idea is such pop-income-based SS players can derive better amount of pop-income from a lower amount of population if they research it. Also, being able to raise one's magic rating to defend against ops is evermore quintessential to fams' survival these days, it seems.
Overall, with these additional options in how to allocate research, players can customize their gaming experience and play how they want to play.
To mods: allowing players to individualize their game-style is good, not bad (as long as balance is not lost). Don't just say no to it. Think about it. Show me how balance is lost. Then say no.