Montaire: I understand what you're saying in terms of your perception, and I can even see why various events could lead you to reasonably believe that, but your perception isn't accurate.
Here's what's changed since about 2.0 or so, knowledge-wise:
1. Knowledge per planet has increased from 2k to 3k. This is huge.
2. At some point, I don't remember if it was post-2.0 or not but I believe so, starting knowledge increased from 2k to 12k.
3. The cost of mark II fleet ships went down from 3k to 2.5k. The cost of mark III fleet ships has now cumulatively gone up from 4k to 6k.
4. However, you also now get all of your ARS-granted bonus fleet ships with a mark II level for free, so that's the equivalent of 12.5k knowledge for free right there.
5. The knowledge cost of a number of turrets have been reduced, and almost all of the turrets at mark I have been given to you for free now. This is a savings of well over 15k of knowledge easily.
6. Higher-mark turrets have been added, which are definitely on the expensive side knowledge-wise. You can only unlock a few of them if you also want to unlock other stuff, the net total of knowledge on these might be 50k or more.
7. Higher-level starships have been added, and more starships have been added, mostly at high knowledge costs. However, again almost all of the mark I starships have been given to you for free. This saves you somewhere in the neighborhood of 16k knowledge for the mark I starships, but here again there's somewhere at least around 50k knowledge more that's been added on the upper ends.
8. Various new support (formerly Defense) units have been added to the game. Some cost knowledge, others don't. Most don't cost very much. But, in the case of some of the stuff like higher-mark fortresses it costs quite a lot (as it should, eh?)
9. Various support units previously cost knowledge, but are now knowledge-free: transports, rally posts, and a couple of others.
10. Many new economic-category units have been added: the new command stations and harvesters, mostly. These are knowledge-intense.
11. However, the number of kinds of command stations you can build for no knowledge cost has tripled: rather than just having economic, you now also have military and logistical.
What's the net effect?
So, that's a lot of data, and that's part of why the misunderstanding has arisen, I think. What's changed is this:
1. The total amount of knowledge that can be spent has gone up drastically. As in five or six times what it used to be. I think this is the part you've been focusing on.
2. The total amount of working knowledge you have has gone up less drastically, perhaps 2x or so effectively, depending on how you count it.
3. Given #1 and #2, since at around the 2.0 point you only had the knowledge to unlock maybe 35% of the total techs in the game if you got ALL of the planets on a map, that means that now it's much lower, down to around 10% or thereabouts. Again, I think this is what you're focusing on.
4. However, here's the kicker that makes that not matter: the number of available ship classes and types for you to build in any game, before you even spend any knowledge, has gone up astronomically. It's on the order of 10x higher, I'd guess, but I suppose it could be as low as 5x or 6x. But in terms of turrets: 10x. If you count the various capturables like fabricators, etc (not even getting to golems or spirecraft) it's easily that 10x.
You have more options now than ever before, truly, in short. But the game is also vaster and deeper, giving you more options to specialize and customize.
Why is it designed this way?
I'm really happy with how this is turning out, and hopefully by reading the above you've already figured out what my intent is: to allow players to experience the breadth of the AI War tech tree practically right from the start, and to then allow them to plumb the depths of the tech tree over time, but only in limited specializations.
This is actually really common to most 4X games, except that ours is really wide and not that deep, versus most 4X games are super narrow but incredibly deep. I think our way is better (at least for this game), because it gives you access to a plethora of tools right from the get-go. This lets you experiment freely, without having to spend any knowledge to do so, and then you can make informed decisions on how you spend your knowledge and what deeper techs you thus unlock.
Looking at other RTS games, if you look at a game that starts out with three distinct civilizations, you have access to -- at best -- 33% of the units in the game at any one time. That's assuming you unlock all of the units for your civ in a single game, which is as unlikely as is getting the knowledge from every planet in a map of AI War (well, maybe a little more likely than that, depending on the game).
But, then take the model of one -- say, AOEIII -- that actully starts with something like 10 civs. Then has a few expansions that triples that. You're then looking at, at best, about 3.3% of the units being possible to unlock at any given time. Again, assuming you unlock ALL of the units at once on your civ. With AOEIII, that's before you even get into home city shipments, etc.
In other words, I think that AI War is very much in line with other mature RTS and 4X games in terms of the percentage of types of units in the game that you're able to wield at one time -- if not allowing more than the norm (well, ignoring the fact that you get only 6 at most bonus ship types out of 54 in one game -- that definitely skews it). And more specifically, within the ones that you have access to in every game, you have the freedom to experiment and make informed, on-the-fly decisions as you play, rather than having to choose everything before you start.
Only the bonus fleet ship types are something you have to decide on beforehand (and/or get handed at random after starting). Everything else is something you can unlock as you see fit, and that's where the customization and personalization comes in. It's what allows for unique and different strategies between players, for instance, rather than just everyone jetting around with the same six fleet variants.
Anyway, I hope that makes more sense on the design reasoning behind all that. The shorter answer is: I've already given out a bunch of new stuff to allow players to unlock more, because I was aware of the trend you refer to. And in light of all the cumulative changes, and the overall design here, I think it's in a good place that's generally on par or superior to other similar games.