Post 06 Sep 2014, 06:52 by Esthlos
Usually as far as i know the games with a tech tree are games with a simplier economy where the high tech units are way better than the low techs, which means that without the tree nobody would make the simplier units.
For example, in Warzone 2100 (who has an extensive tech tree) nobody would make wheeled tanks if everybody could go directly for the hovercrafts, which are faster, just as tough as the wheels, cost pretty much the same and can run over water too.
Another example would be the Heroes series... low level units, while very cheap, are also very weak unless stacked in very high numbers, and even then they die extremely fast. If you could go directly for the high levels without building the lower levels first, probably they'd never be built again.
A final example would be Homeworld, where you have to do extensive research in order to build capital ships... and rightly so. A few Missile Destroyers in the first game can easily dispose of entire fleets of fighters and bombers, fleets that easily cost the same and could never hurt the Mothership fast enough to win the game. If you could go directly for capital ships or supercapitals, a huge portion of the game would go away.
In games like KaM instead, where the economy isn't as simple, things are different.
The Settlers 2, 3 and 4 are very similar to KaM, but if I recall correctly there every building is unlocked from the start.
Why can they afford this? Exactly for the fact that I pointed out in my last post and some other users have already reiterated: there is no reason not to... even if you build a Mill immediately, without a Farm it's useless anyway.
I think Ben is actually right: you (we) are simply accustomed to the unlock system, and the elitist nature of the teamspeak community (oh admit it, you are very elitist... just read any post where there is the word "teamspeak"!) probably plays a big role in its hostility to pretty much any change, even meaningless ones.
I'd like to stress this again: with everything unlocked, pretty much nothing will change for players who only care about the most optimal build order, and this is thanks to KaM's complex economic system.
But this would make sub-optimal and risky build orders if not viable at least possible.
Just when you think you know something, you have to look at it in another way, even though it may seem silly or wrong. You must try! - John Keating, "Dead Poets Society"