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| Author | Topic: TECHNOLOGY(v1.6)- hosted by SnowFire |
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SnowFire Civer |
Continued from Technology 1.5. Older threads may be found at Technology 1.4, Technology 1.2, and Technology 1.1. Welcome to the Technology 1.6 Thread. In response to popular demand, the summary has been chopped up into more categories. Still doesn't mean it's perfect though; keep posting suggestions on not just how to make technology better, but to make the letter/summary better. And as a reminder, I will not try to squash or destroy your idea; but I will try and summarize them fairly and impartialy here in the summary and in the final letter to Brian. Section I: The Research Process (How do I do research into technology?) 1) MULTIPLE TOPIC RESEARCH -- Many of the following ideas require that you be able to research several ideas at once. There must be some advantage to researching things in parallel rather than serially, or else no one will do it. 2) TECHNOLOGICAL FIELDS -- Many of the following ideas require that the techs be placed into a small number of broad categories. So far, the suggestions have been: Philosophy, Agriculture & Biology, Economics, Math & Physics, and Psychology. Effort should probably be made to make the different fields roughly equal in terms of number and usefulness of techs (trying to put the old tech tree into these categories give Math&Physics a big advantage...) 3) DEVELOPMENT INERTIA -- It doesn't make sense that the same researchers who just gave you "Nuclear Fission" would be able to turn around and give you "Television, because they are only peripherally related. Scientists are specialized, and can't easily be pushed around to different fields. You should have multiple "teams", each of which is working on a different project. When they are done with one, they will research a second project in the same field at a faster rate than an unrelated field (or pay a higher cost to research an "outside our expertise" field -- the effect is the same). See 16 for a similar idea. 4) RESEARCH PRIORITY SLIDER BARS WITH 'INERTIA' -- There should be several fields of research (see item 2) and you can set different allocations for the different fields (e.g. 25% of research points to Philosophy, 25% to Ag, 50% to Econ.) representing the number of scientists in that field and the money/work poured into it. However, whenever you change the allocation, you take a hit to the "efficiency" at which you research the topic you changed(i.e. number of research points per turn decreases), which is proportional to the magnitude of the change. This "efficiency hit" gradually diminishes over time until your society reaches "scientific equilibrium" at the new settings. This effect is likely to result in a "character" for different civs, because some will emphasize one field over another depending on their AI, and be unlikely to change because of the cost. 5) TECHNOLOGICAL "FIELDS" CONTAINING MINOR TECHS- 15-20 general fields of science are created to look into, like "Medicine," Agriculture," "Industrialization," and "Metallurgy," each containing many, many minor techs. You can choose which field (or fields, under option 1) you want to research (And, under ideas 2 &4, perhaps you research 3 fields at once each in different categories with different amounts of work on each), and you get minor techs from that field until you switch. This allows a far, far greater amount of minor techs (in Medicine alone, you might have "Anatomy," "Germ Theory," "Antiseptics," "Circulation of Blood..." It also allows you to have some direction to your research, but have some element of randomness still exist (see OFFSHOOT TECHS idea for a similar idea). 6) "GATEWAY" TECHS- If you have an era system (Antiquity, Renaissance, Industrial, Modern?), there should be a "gateway" tech for each new era that allows it to truly flourish. If you haven't researched that tech, then all other techs of the same era cost double the amount (or some other penalty). So researching The Corporation before Railroads will be possible, but expensive (if Railroads is the gateway tech to the Industrial era). 7) AI TECH TRADING INTELLIGENCE -- Make sure that the AIs only make tech trades that make sense. Why trade for "Mass Transit" if you don't have "Automobile"? 8) STARTING POSITION DEPENDENT CIV SPECIALTIES -- When a civ is placed on the map, give it a tech specialty. This solves the problem of saying "the Phoenicians should get a seafaring bonus because they had a maritime empire" by instead giving a civ that starts close to water a maritime bonus (and if that happened to be the Phoenicians, then you could play the Phoenicians like the existed historically, although hopefully they'd last longer 9) HISTORICAL ERA SHOULD PLAY A ROLE -- Since in ancient times scholars studied a wide variety of fields (they were real Renaissance men 10) FAMOUS SCIENTISTS -- Scientific personalities, such as Einstein or Pasteur might provide some "flavor" to the scientific experience. Maybe these are random events that give you one time bonuses? ("Pasteur has established a laboratory in Paris, science output doubles in Paris for one turn" or something). 11) SERENDIPITOUS ADVANCES -- Technology discovered "accidentally". Basically a random event that gives you a tech advance. 12) TECHS SHOULD BE HARDER TO RESEARCH -- It is unrealistic for a civ to have the ability to realistically research every tech in the game without help -- historically nobody has developed everything. Techs should have a higher cost relative to the number of research points that are expected to be produced by an empire than in previous games. Another poster says this feature takes away the option if isolationism. Ideas? Section II: The Tech Tree (How do I get specific techs?) 20) LOTS OF TECHS -- Some people think we need lots, and I mean LOTS of techs. Others think that too many techs may be bad, because they would grow hard to differentiate. Another problem is that lots of techs would also mean lots of techs with no immediate help from them, aside from them being pre-requisites to other techs. Many of the tech suggestions below depend on this system. 21) MULTIPLE PREREQS -- More than just two should be possible. This suggestion is probably implicit in some of the more ambitious prereq schemes. 22) MULTIPLE PATHS TO A PARTICULAR ADVANCE -- Instead of having rigid prerequisites that demand that a civ follow a particular research path to get to a tech, allow several different ways to achieve a particular advance. There are several alternatives... 23) BOOLEAN PREREQS -- The prerequisites should be specified with Boolean logic, i.e. AND, OR, NOT. For example, the prerequisite for "Labor Union" might be "Capitalism" and "Assembly Line", because the workers band together naturally to fight for rights, OR "Communism" and "Mass Media", because the communist activists are able to convince large numbers of workers to bargain collectively. However, "Capitalism" and "Mass Media" wouldn't do anything to advance "Labor Unions" without the other techs. -- Labor Union <= (Capitalism AND Assembly Line) OR (Communism AND Mass Media). 24) PREREQUISITE POINTS -- In this suggestion, different technologies each contribute a certain point value to satisfying the prerequisite of a follow-on technology. For example, If you were interested in researching "Trench Warfare", you might need to gather 10 prereq points, where "Machine Guns" would give you 4, "Artillery" would give you 7, "Chemical Warfare" would give you 3, and "Conscription" would give you 3. Supporters of this concept argue that many of the other suggestions in this list can be incorporated into this new scheme (for example, DIPLOMATIC SYNNERGY can be implemented by giving you a prereq point for having diplomatic relations with a civ that already has the tech in question) and that it will allow multiple different strategies, making the new complexity worthwhile. Others oppose the system because it seems too complex. The debate rages Sorry, still not an optimal explanation. I'd like to have a better example -- Bell, can you come up with one, preferably using techs we are familiar with from Civ or SMAC, not very low level like longbow/crossbow, so people can relate a bit more easily? 25) PREREQUISITE EQUIVALENCE -- instead of having a hard and fast prerequisite, allow some of them to be 'equivalence classed'. For example, if you wanted to develop "Technocracy", you need the advance on "Microchip", as well as knowledge of three government types, such as "Democracy", "Fascism", and "Monarchy". 26) REDUNDANT TECHS -- have multiple different ways to achieve the same in-game effect (say, a 2-1-1 unit or a "makes one unhappy person content" building) with different technological paths (for example, either "Religious Fanaticism" or "Professional Standing Army" techs might allow the 2-1-1 unit over the 1-1-1 unit). This allows different civilizations to take a less "cookie-cutter" approach to technological development, since there are no longer an "vital" technologies. (Maybe this and MUTUALLY EXCLUSIVE TECHNOLOGY are redundant, or at least related?) 27) MUTUALLY EXCLUSIVE TECHNOLOGY -- Developing one technology might not make sense when another one already existed. "Green Industries" and "Advanced Toxic Waste Disposal" might be examples of this. 28) RANDOM TECH TREE!!!! -- As long as there are multiple paths to each tech, there can be a probability that each path may or may not exist in a particular game. This adds to the excitement, and also the realism, since you can never quite be sure what your scientists will come up with until they come up with it. This is probably more easily accomplished if the REDUNDANT TECHS idea is implemented, since there is less likelihood of a civ being stranded without easy access to an important feature. 29) OFFSHOOT TECHS -- Minor technologies related to Major Technologies (i.e. Major techs are the ones we are familiar with) that are received as a random bonus for researching the Major Tech. They're not available every game, and only give a small bonus. Example: Researching "Warrior Code" might give you "Longbow" technology, which would give you better archers. Hypothetically these "minor techs" could be linked to specific civs to give them "character". 30) FORBID 'OUT-OF-ORDER' TECH -- If you don't have the prereqs for a tech, you shouldn't be able to use it, even if you trade for it, etc. If (through some quirk of fate) Columbus has plans for an A-Bomb, and traded them to the Native Americans he met, it is unlikely that they would have been able to nuke Europe, since they didn't have the infrastructure to make use of the idea. Suggested enhancement to this suggestion -- link things to "literacy", or possibly "era" (e.g. bronze-age tribe can't use Renaissance idea). 31) CONCEPTS vs. APPLICATIONS -- Instead of an "all techs are equivalent" way of looking at the world, break techs into "concepts" and "applications". A "concept" might be "Gunpowder", while an "application" might be "Musket" or "Tunnel Construction". The application techs would all have a concept tech as a prerequisite, and the concept techs only (mostly?) have other concepts as their prereqs. This way, a civ can be very advanced in general principles, or concentrate on developing known techniques. This might reflect the differences between invention and innovation. 32) RANDOMIZED APPLICATIONS -- Techs shouldn't always give you the same benefit. Some games, a specific tech might give you a particular unit, in others it might give you a building, etc. Or, after developing the technology, you have to pay money to actually develop each separate application of the technology, or at least pay a prototype fee. See 43. 33) ARMS RACES -- There should be more differentiation between "identical" techs. All of the major powers had "tanks" in World War II, but the designs of some countries were superior to those of others. (How might this be implemented without too much micromanagment? Since the rate of "obsolescence" is relatively quick, would this effect be too small to bother modeling in Civ III?) 34) MAKE TECH TREE REFLECT GAME SITUATION -- the current game situation should affect the tech tree. A land-locked civ is unlikely to develop "Navigation", and a civ with poor mineral resources is unlikely to develop "Advanced Mining". 35) SUPPORTING TECHS FOR OTHER IDEAS IN OTHER THREADS -- Some ideas in other threads give new abilities (such as specific types of specialist citizens) so it makes sense to have techs that bestow these abilities. The Techs Themselves... Currently existing advances are in quotes. 40) TECH ADVANCES TIED TO GAME FEATURES -- Features such as 'borders' should only be enables once the appropriate tech is discovered. See point 35 for an example. 41) RESOURCE LIMITATION LIFTING TECHS -- In SMAC there were some techs that you needed to research before you could gather more than 2 resources of each type. While an interesting idea, the implementation in SMAC was too limiting. The techs which lifted the limits were too indispensable, and came in too late, often choking off an empire until they could be found. Perhaps there should be a more gentle gradation over the ages? I'd like to include some concrete suggestions for improving this. Shining1 suggested that resource limits should be a function of Social Engineering. Other thoughts?. 42) TECHS SHOULD HAVE SOME 'BASIC' BENEFIT -- Each tech should have some effect of the 'basic' parameters of a civ, the kind of things that are likely to be influenced by Social Engineering (e.g. "Trade" should benefit your Economy rating, and "Crop Rotation" should benefit your Growth). 43) AN OPTION FOR A LESS 'MECHANISTIC' WORLDVIEW -- Some people feel that Civ emphasis science and technology, not allowing for the possibility of a civilization that has a less mechanistic worldview, and focuses instead on other pursuits, like philosophy or psychology. Is this workable? Suggestions? Could this have happened, even if it didn't historically? 44) MORE EMPHASIS ON FOOD MAKING TECHS -- Plants cultivation, Farming, Irrigation, Genetic manipulation... see 41 for what purpose they would serve. 45) GREATER EMPHASIS ON THE ARTS -- The tech tree in general focuses on military hardware and hard science, leaving the Arts somewhat unaddressed (this suggestion probably needs to be fleshed out more). more than a few posters question whether this is a good suggestion. 46) MAKE ARTS ADVANCES 'SCORE BOOSTERS' -- Maybe Art and Culture advances should simply be score boosters (like "Future Tech") or one time benefits. 47) TECHNOLOGY SHOULD INCREASE THE EFFECTIVENESS OF ENTERTAINERS -- Certain technologies should enhance the effectiveness of your "entertainer" specialists in the city screen (e.g. Television). [This message has been edited by SnowFire (edited June 03, 1999).] |
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SnowFire Civer |
Issues of Technology Cost: 50) HAVE THE NUMBER OF TECH POINTS REQUIRED FOR A TECH BE FIXED INSTEAD OF RELATIVE -- Pottery should not be just as hard to research as Nuclear Fission, even if you are actively researching them both in 1945. Basing the number of research points needed for a particular tech on the number of techs you already possess can lead to ridiculous situations like that, like in CivX. Instead, if using the SMAC chart, make all techs labeled as level one cost 50, level 3's cost 400, level 5 techs cost 1500, etc. 51) DIFFERENT COST FOR 'TRAILBLAZERS' AND 'FOLLOWERS' -- Civs who research a tech already discovered should get a bonus on the cost of researching it, since pioneering new technology is hard, while reproducing an already known advance is easier (Maybe the extent of the bonus should be based on civs you have diplomatic contact with, and the extent of that conflict? It doesn't do you much good if a tribe on the other side of the planet discovers the wheel, but you never hear about it...)-SF & Octo 52) LESS DETERMINISTIC RESEARCH PROGRESS -- Instead of just "100 Research Points gets you an advance" it should be "There is a number close to 100 Research Points that will give you the technology, here's our rough estimates for when we hit it". This way you can have a rough idea of when you will discover a new technology, but you can never be exactly sure because there is an element of uncertainty, just like science in the real world. 53) TECH SYNERGY -- you can research multiple techs simultaneously, and researching related techs provides synergistic effects, i.e. researching "Physics" and "Calculus" together would get you done faster than researching "Physics" and "Communism", since the results of one field are applicable to the other. 54) RESEARCH SYNERGY THROUGH DIPLOMATIC RELATIONS -- We should get bonuses to our technology development rate if we are on friendly diplomatic terms with other civs researching similar technology because of international science conferences, wider circulation technical journals, access to each other's research, etc. 55) TECH BLEED -- Scientific Advances should be able to "leak out" from high-tech civs to low-tech civs, giving the civ that lacks the technologies the high-tech civ has bonuses on researching it. The rate of leakage should be proportional to the age of the tech (If we drove up to a stone-age tribe they would probably realize the significance of our advanced "wheel" technology before we even got out of the car...) and also proportional to the level of diplomatic relations (if we constantly interact with another society, we are likely to be more familiar with their technology). This is quite similar to point 6. 56) REVERSE ENGINEERING -- Fighting and destroying or capturing enemy units with superior technology should aid in the discovery of that technology with bonuses on the tech cost. 57) BASIC THEORETICAL RESEARCH -- Have some research points devoted to "basic research" that isn't likely to produce any specific advances (i.e. won't give you a specific building or unit or something), but which enhance research in other areas (e.g. research in "Basic Physics" might enhance the speed at which you research "Lasers", "Nuclear Fission", and "Nuclear Fusion", but you could achieve those advances without doing the basic research, just at a higher cost. This would be a tradeoff -- Do I want Fission now, or do I want to invest a little more up front, and be sure of getting all three sooner in the long run, even though I wouldn't get any specific advance until later). 58) MAXIMUM RESEARCH RATE -- Have a maximum rate at which research can be accumulated. No amount of "prodding" will enable your scientists to research faster than some basic human limit (probably limited by communication in the real world, what game effect should limit this?) This is handled quite handily by the "efficiency" theory of tech being applied not just to changes in tech, but to changes in the tech rate over the whole empire (if the CivII/SMAC system is used). Just as in SMAC, if you devote 90% of your economy to research, you will go far past the point of declining returns. However, over time, the inefficiency penalty would decrease.-SF Science and it's relationship with Infrastructure and Society: 60) DIFFERENTIATED 'SCIENCE BUILDINGS' -- Have buildings which enhance the scientific output of a city differentiated: You have your choice of a Physics Lab, a Biological Research Hospital, etc., which only add their bonus when the city is contributing to the appropriate kind of research. 61) DIFFERENTIATED 'SCIENCE BUILINDS' ALTERNATIVE- If the system described in 2 is used, when a new library is built, it can be dedicated to one of the five categories of science. When a university is built, one more discipline can be added. These disciplines get bonuses in research done at the city, in addition to the library and university's normal effect. Then, the bonus in research provided by other buildings (like Nuclear Plant: Normal Effect. Adds +50% to Math & Physics research, if the city has M&P as one of its specialties at the library or university. Research Hospital: Normal Effect, and same as Nuclear Plant except with Biology. Capitol: +100% to Philosophy. Etc.) 62) DIFFERENT BUILDINGS HELP WITH DIFFERENT KINDS OF RESEARCH -- Barracks can conduct military research, temples can conduct religious/philosophical research, all independent of the normal science output (similar to the Biology Lab in SMAC- a set +2 Research/Turn, in a specific category of science. See idea #2). 63) HAVE GOVERNMENT/DIPLOMATIC CHOICES AFFECT TECH DEVELOPMENT -- Would a Fundamentalist government like to research "Genetic Engineering"? Link penalties on the costs of certain techs to social engineering, due to opposition from scientists. 64) TECH PRESERVATION -- If a civ doesn't work to maintain a technology (e.g. by building libraries) they should lose the tech. This can simulate the Dark Ages. Perhaps this can be a randomized global event (Dark Ages descend upon world!), similar to the "Loss of technology research at base x! Build a network node to prevent this!" except, say, every 10% of your population without a library loses you one tech. 65) LOCATION DEPENDENT RESEARCH LABS -- Research is done in labs and universities, and labs and universities have to actually exist somewhere. If you are counting on your scientists who are developing "Nuclear Fission" to win the war for you, but the city they are conducting the research in gets captured, you should be up a creek... Isn't this already in CivX? Lose an important science city, be up a creek? 66) FACTION/CIVILIZATION SPECIFIC TECH TREES -- different cultures look at the world in different ways, so it wouldn't be surprising to see that they would follow different paths or discover different technologies in different orders. (concerns over accusations of unfairness and "racism" abound, not to mention game balancing...) Game Options set at the Beginning of the Game: 70) DIFFERENT TECH DIFFICULTY SETTINGS- There should be 2 or 3 difficulty levels of research systems, say "Novice Research," "Standard Research," and "Advanced Research." It's easier for beginners, and more realistic and challenging for veterans. 73) BLIND TECH -- People seem to either love or hate the blind research from SMAC. 74) BLIND 'HISTORICAL' TECH -- research follow Blind Tech model up until Industrialization, after which the player can use the Directed model, emulating the superior control and direction that people have over scientific discovery with modern methods. 75) BLIND 'HISTORICAL' TECH ALTERNATIVE -- Have a 'ratio' which controls how many techs you get to pick. When you first start, all of your tech choices are blind. Then after some time, you get to pick every 4th tech. Then every 3rd tech, etc., so you start with no control but eventually get complete control. Perhaps the changes from every 4th to every 3rd to every other be controlled by specific advances? (The 76) DOWNLOADING TECHS -- Some would like it if Firaxis periodically expands the tech tree by posted new techs on the website to incorporate into the game (Could this be done without ruining play balance?) Things NOT to do: 80) HAVE OVERBROAD TECHS -- For example, "Industrialization" encompasses many things (technical, social, and economic), and should not be lumped into a single tech. This is assuming the current CivX system (under point 5's suggestion, it would be the exact opposite- you'd want broad techs with many facets). 81) SENSIBLE TECH/ADVANCE CORRELATION -- Certain advances were linked to techs that really didn't make sense, e.g. "Labor Union" and "Mechanized Infantry". 82) SCIENCE CITY IMPROVEMENTS MORE IMPORTANT FOR SCIENCE THAN ECONOMIC BUILDINGS -- Apparently in CtP, buildings which boost your economic output are more worthwhile for your research progress than Libraries and such. That's bad. 83) SPACING OF TECHS IN THE TREE -- Make sure that the techs are judiciously placed in the tree so we don't have too few in one era and too many in another. Try to keep it balanced (no jumps from Knights to Tanks, like in CivI). |
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SnowFire Civer |
Actual Techs Suggested Many of these techs are narrow enough that they would only be palatable as "minor techs" as described in idea #29 or under the system in point 5. Also note that I mention some CivX, but not mentioning one doesn't mean it shouldn't go in- they're just offered as extras, to put the rest in context. These are supposed to be mainly the new ideas. In any case, grouped by rough categories (which might be the "fields" described under point 5): Arts Techs so far: History Literature Rhetoric Sculpture Mathematics Techs: Calculus- Vital for physics research. And computers, a subcategory of Math: Systems Analysis -- (what exactly would this do that can be modeled on a civ-wide scale?) Computing Machine -- A mechanical or electrical device that demonstrates that arithmetic and logical tasks can be done by machines. Examples would be an adding machine or a punch-card sorter. This would be a pre-req for... Stored Program Computer -- A device which maintains its instruction sequence in a dynamic storage medium (e.g. the DRAM in the computer you're using right now). Allows much more flexibility than a direct input computing machine. The Transistor -- Among other things, can be used to build digital logic circuits. The transistor is the basis for all modern computers. Integrated Circuits (ICs) use transistors to accomplish most of thier functions. The Transistor is what made the "Information Age" possible. Vacuum Tubes -- Among other things, can be used to build digital logic circuits. Vacuum Tubes were the basis for the first electronic computers. (This is an excellent candidate for some of the prereq ideas -- Transistors and Vacuum Tubes are mostly unrelated technologies that both allow computers, but the Transistor has other benefits. So the prereq for "Computers" might be "Computing Machine AND Vacuum Tubes OR Computing Machine AND Transistors", but you need "Transistor AND Computers" for Microprocessors. ) High Level Programming Languages -- Give the user an easier way to program computers. Engineering techs: Masonry- As in CivX. Architecture- Is this the same as "Construction?" Plumbing- A Pre-req to Sanitation, probably. Clockwork Gearworks -not so sure exactly what is meant here... Gunnery- early muskets. Fortifications- Another more specific minor tech to add. Electric Light -- This would probably be a minor tech in addition to electricity that improves the living standard of homes, is my guess. Ceramics- Usable in everything from shells to rockets. Internal Combustion Engine -- A pre-req to "Automobile," perhaps. Satellites- Let's see the whole map revealed, not just the enemy cities (like in CivI)! Physics Techs so Far: Electromagnetism- One important branch of classical physics. Thermodynamics - Another one. Optics- Yet another one. And Astronomy Techs, a subcategory of Physics: Orbital Mechanics- Very high level astronomy, traveling into space. Chemistry Techs: Industrial Chemistry -- A minor tech after chemistry that gives a slight bonus to factories. Physical Chemistry Organic Chemistry Biology Techs: Genetics/Inheritance Theory- Gregor Mendel style understanding of inheritance Evolution- Perhaps it would also cause slightly less effective churches as a side effect. DNA- enhanced genetic theory. Genetic Engineering- As in CivX. Botany The Sub-category of Medicinal Techs: Anatomy Germ Theory- Diseases aren't caused by demons getting into your body after you sneeze. Circulation of Blood- We don't keep on creating the stuff, it's the same stuff recycled over and over. Surgery- cutting people up to make them healthy. In early years, mostly limited to amputations, etc Antiseptics- Insures they don't die after the surgery's done, probably more important than Surgery itself (IMHO). Physiology Immunization Antibiotics And Agricultural Techs: Herbal Remedies- These have been around since the Stone Age. Not sure if you should need to research these. Cash Crops -- farm goods which are grown primarily for export because they can command a high price, not because of their local food value. Coffee, cotton, and tobacco might be examples. They might allow you to turn excess food into money. Crop Rotation -- Important agricultural concept. Improves farm productivity. Mechanical Farming Cotton gin Economics Techs: Credit Capital Markets -Using the minor nations idea, perhaps this could allow ruthless trade policies and imperialist economies. Keynesian Economics -- The notion that government fiscal (i.e. taxes and spending) policy should be used to limit the effects of the business cycle: low spending during boom years, high spending during recession/depression. Mercantilism- Running Imperialist Economies. Works great if the "minor nation" idea from other threads is included. Venture Capitalism Mercenary Warfare- Not sure if this should need to be researched, but buying armies is always nice... Multinational Corporation Advertisement Tourism Metallurgical Techs: (plus all the standard ones, like Bronze Working, Iron Working...) Everything else suggested: Futuristic Techs, possibly realistic: Futuristic Techs and realism questionable: Parts of this are horribly wrong and need correcting? Great! Post now and tell us what your idea is to make this list better, which is our only goal here. By the way, EnochF, I have your list of technologies and Harel's revisions... what should I do with them? I'm kind of uneasy about posting the entire thing into the summary. Perhaps if you posted A. What techs you killed from CivII and B. What techs you added so it could be added in a more conventional manner? ------------- [This message has been edited by SnowFire (edited June 03, 1999).] |
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Shining1 Civer |
Woah. That's a lot of stuff. (Remember, Harel, BR only really needs to read this once, in it's final form.) Snowfire: Obviously it's a mammoth task doing this summary. Hats off all round. |
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yin26 Moderator |
SnowFire: Damn good work. Damn good! |
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meowser Civer |
Here's a suggestion for 33: Maybe this should be suggested in units also. You guys decide. Let construction of units be dependent on 4 things: 1. The technology advance
1. In order to build a tank, I must have knowledge of the correct advance that allows the construction of tanks. This advance could be say tank warfare for example. 2. In order to build this tank a city MUST first HAVE a factory. To produce a better tank the city must have both a factory and a manufacturing plant. 3. When the player decides to build this tank, there is an option to move the slider bar between quality or quantity (the default being in the middle). Obviously if the indicator is set to quality it would cost more, take longer to build and have more of whatever(like movement points, increased radar range, etc). 4. Experimentation can occur only for advances that lead to the creation of new units. After researching tank warfare, the player should have the option to divert a percentage of his research to experimentation of this advance to attain an even better/efficient/(cost effective)tank. This will be called tank warfare experimentation. There should be a defined cost and limit as to how far experimentation can go. Once you have reached this limit, no more experimentation can be done. The player should also be able to come back to a list and see what he can still experiment on should they decide to forgo this option to concentrate resources on new advances (and as long as they haven't reached this limit). There should probably be intervals known as "a breakthrough" (For example, there could be manufacturing and production breakthroughs, that lower the cost of producing the unit; aerordynamic design breakthroughs that increase movement; ballistic breakthroughs that give an increase in hit multiplier) that define the experiments. These "breakthroughs" should be general so as to accomodate a wide range of units. Hmm, may be these three I mentioned would suffice.
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meowser Civer |
Hmm, maybe we could call experimentation, something else, like advanced experimentation, or technology specialization, or advanced refinement so as not to confuse between this and regular research. Maybe experimentation is okay. What do you guys think? For now, I think I should be getting to bed. This is what I get for staying up past my bed time. |
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EnochF Civer |
Oh, er, as long as the technologies in my list make it into the summary, I'm happy. They did, didn't they...? I suppose I'll check. Dreary task, really... Okay, just checked. Looks like a handful didn't make it in. I'll have to read my posting to find out which ones... [This message has been edited by EnochF (edited June 04, 1999).] Back again. Okay, it looks like these few weren't in the summary: aerodynamics (level of flight on a level somewhere between Leonardo's sketches and Kitty Hawk) Points to add: Gearworks is simply the practical application of the simple machine, the gear. It's the fairly complex changing of vectors of kinetic energy, invaluable in the construction of mills and eventually clocks. Mercenary warfare was prevalent in Germany, Italy, Switzerland... most of Europe in fact during the 1700's and early 1800's. It was sort of the halfway mark between aristocratic generals and conscripted troops. Mercenaries were literally the only armies in Europe. This had a huge impact on the ethical implications of warfare. All soldiers were essentially volunteers, or at least had some choice in the matter. The ninja worked on roughly the same principle. They were hired by a government, but not intrinsically loyal. [This message has been edited by EnochF (edited June 04, 1999).] |
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NotLikeTea Civer |
Quality vs Quantity: Intereseting, but maybe not a slider. I don't want 27% quality to be the optimal situation.. too much tweaking and micromanagement, then. Maybe just Quality, Quantity, and Default, a three way toggle. |
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Diodorus Sicilus Civer |
Okay, here goes. I've been collecting Technology/Invention notes for a week or so, using various references like Chronology of Invention, Braudel's History of Civilization, DeCamp's Ancient Engineers, Gies' Cathedral, Forge, & Waterwheel (Middle Ages Tech), and Needham's multi-volumes on Chinese Technology. The result will be several posts spread over the next few days. Bear with me, guys, this will be roughly in chronological order. Where multiple dates are given, that indicates the approximate time between first discovery and the application or perfection of the Advance as a Useful Thing. Pre-4000BC Technology Pre 4000BC Social/Political Advances: Post-4000BC Advances: Potter’s Wheel (3600BC) WONDER: Pyramids of Egypt Canal-Building (2400BC) Mediterranean Trade Goods: 2250BC Road Building (2100BC) WONDER: Stonehenge Astronomical Calendar Pulley (1500BC) Mediterranean Trade Goods: 1300BC Horseback Riding (1100BC) Mediterranean Trade Goods: 825BC NON-TECHNICAL ADVANCE: Trireme (700BC) Market Economy (700BC) (Economic) Zoroastrianism (600BC) (Religion) WONDER: Hanging Gardens of Babylon Centralized City Sewer Drains (600BC) Mouldboard Plow Screw Press (600-200BC) CITY IMPROVEMENT NON-TECHNICAL ADVANCE: NOTE ON CITY SIZE: (500BC) Okay, that's the first batch. As points for discussion, I admit that some of the Advances are Applications, others basic Tech. Point to be made is that there are a lot of things that result from some of these advances, that will affect Units, City Size, Gold and Food supplies, etc. |
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Diodorus Sicilus Civer |
Okay, here goes. I've been collecting Technology/Invention notes for a week or so, using various references like Chronology of Invention, Braudel's History of Civilization, DeCamp's Ancient Engineers, Gies' Cathedral, Forge, & Waterwheel (Middle Ages Tech), and Needham's multi-volumes on Chinese Technology. The result will be several posts spread over the next few days. Bear with me, guys, this will be roughly in chronological order. Where multiple dates are given, that indicates the approximate time between first discovery and the application or perfection of the Advance as a Useful Thing. Pre-4000BC Technology Pre 4000BC Social/Political Advances: Post-4000BC Advances: Potter’s Wheel (3600BC) WONDER: Pyramids of Egypt Canal-Building (2400BC) Mediterranean Trade Goods: 2250BC Road Building (2100BC) WONDER: Stonehenge Astronomical Calendar Pulley (1500BC) Mediterranean Trade Goods: 1300BC Horseback Riding (1100BC) Mediterranean Trade Goods: 825BC NON-TECHNICAL ADVANCE: Trireme (700BC) Market Economy (700BC) (Economic) Zoroastrianism (600BC) (Religion) WONDER: Hanging Gardens of Babylon Centralized City Sewer Drains (600BC) Mouldboard Plow Screw Press (600-200BC) CITY IMPROVEMENT NON-TECHNICAL ADVANCE: NOTE ON CITY SIZE: (500BC) Okay, that's the first batch. As points for discussion, I admit that some of the Advances are Applications, others basic Tech. Point to be made is that there are a lot of things that result from some of these advances, that will affect Units, City Size, Gold and Food supplies, etc. |
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Flavor Dave Civer |
Not to be mean, Didorius, but have you ever played Civ? I mean, your list is impressive, but how does it relate to CivIII? |
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Icedan Civer |
I was just thinking of some idea's for Civ3, and I wondered if we could have some sort of sound blaster type of weapon? Like um.. It doesn't need any ammo, It uses the power of sound to destroy things. Actually, I was thinking of a name for it, and I thought...hehe...Sound of Destruction Theory And when you discover it, you get a tiny movie come up, of a scientist in the desert, talking to ya, and demonstrating the weapon. And why can't we discover things like the Ion cannon? AND WHY CANT I SEE THE SDI DEFENCE IN ACTION!? It would have been so cool to have seen a laser come out from space and blast the nuke into nothing! haha!! Thrills |
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Diodorus Sicilus Civer |
Here we go again. The point of this listing is to give a basis for discussion of Tech and Advances: of what resulted specifically from some things, what things occured at a different rate or sequence from what most folks think happened. For instance, both CivII and CtP seem to assume that the rate and sequence of technology advance will always take place at the Western or European pace and model, and that just weren't so. Ideally, I'd like to see a Tech tree that allowed several different paths and even some dead ends, and I don't think we'll get that unless somewhere there is a startng list of Technologies and Applications in some kind of sequence... I'm using historical chronological sequence for lack of anything better right now. This is a starting list, by no means a finished, polished, ready-to-play one... NON-TECHNICAL ADVANCE: Mediterranean Trade Goods: 375BC Breast Strap Harness (400-300BC) WONDER: Mausoleum of Halicarnassus CITY IMPROVEMENT: First University (335BC) Aristotle’s Lyceum at Athens: multiple studies, large faculty and library WONDER: (285BC) Pharos, of Lighthouse at Alexandria WONDER: (220-210BC) Great Wall of China Horizontal Waterwheel (200BC) Mediterranean Trade Goods: 145BC Paper (140BC-100AD) Paddlewheel River Boats (418 - 1203AD) Mediterranean-European Trade Goods: 528AD WONDER: (532AD) Dome of Saint Sophia (Hagia Sophia) Cathedral in Constantinople Magnetic Compass (605 - 1290AD) WONDER: (600-700AD) Polders: Land from the Sea: Dutch start reclaiming land CITY IMPROVEMENT? (640AD) First Astronomical Observatory (but without telescopes) in Ching-Chow, Korea Greek Fire (673AD) Middle Eastern-European Trade Goods: 737AD WONDER? (1092AD) Su Sung’s “Cosmic Engine” or Great Clock of Kaifeng Paper Money (812 - 1023AD) CITY IMPROVEMENT? (1044AD) First Military Academy established to train officers in Wu Chang, China Cog (1100-1220AD) Middle Eastern-European Trade Goods: 1212AD Middle Eastern-European Trade Goods: 1346AD Drawn Wire (1410-1563AD) Note that without including most of the Non-Technical, Cultural, or Artistic Developments, by the end of the Rennaissance there are about 90 advances or applications, and the Great Age of (Technical) Discovery isn't considered to have started until the late 18th century!
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Flavor Dave Civer |
Diodorus--let's try this again. What do you not like about Civ 2? What would you like to see improved? Here's my biggest gripes, not in any order. 1. Trade is too difficult early. There may be some others, but that gives you an idea of what I'm asking for. If you were Reynolds and Meier, what would be the changes you'd be looking at. |
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EnochF Civer |
I'd take issue with the names he's come up with for advances. I mean, "Paddlewheel Steam Boats" just doesn't pack the same wallop as "Seafaring," does it? I'd be pretty underwhelmed if I read, "Our scientists have discovered the secrets of Paddlewheel Steam Boats!" When deciding what tech advances to include, I consider the historical significance as well as the practical game effects, and also the aesthetics of it. I'll shy away from advances like "modern agriculture" and "advanced flight." Modern as opposed to what? Advanced as opposed to what? I'll also shy away from "advances" that had practical effects which lasted less than a single decade. That's why I'd rather not see things like "vacuum tubes." Vacuum tubes were almost immediately replaced with transistors; why bother? "Computers" is enough. Anyhoo, if you've got Wonders, kindly place them in the Wonders thread. It's no good piling all your ideas in the Technology section, as SnowFire would no doubt agree. |
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Daniel Bistman Junior Civer |
hi, im new here, but i have an idea for 33)ARMS RACES. When you discover a weapons tecnology, there should be "Investments on Military research" Musketeers are not the same in the colonist conquests in America than in Napoleonic Wars. Regiments are not the same in American Civil War than in first World War. |
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Harel Civer |
Harel's post on technology ![]() Ok, I DID say i would do this, so here goes. I removed doubled techs: see The loom, textiles AND weaving, things which are too-narrow as the bayonet, etc. I also discarded culture suggestions such as helincenterism. Those were effects cause by specific-regional and politcal sitution. We are talking about things in general. Also, I dropped ideas such as: nuclear disarmment, as it defitently doesn't quality at a tech. I also cut off basical techs, such as the fire, forgating, etc, as they don't need to be learned. I would like you, if i may, to treat this offer of tech as standard: i tried to include most good ideas both from everyone here and old CIV. The list here encompose everything in an easy-to-read post. The sub-catagorizing is a bit blurry, at best. If you have ideas how to properly divide them ( but not into too-big catagories ), please tell me. So, here goes. The list is by related major techs. The techs also state the suggested imporvement. Animals Taming ( Dog scouts, +1 scout range, war elphents ) Farming Fielding ( Allow to build fields, +1 food ) Medicne Evoultion ( -25% to templers, +10% to science if religoun is Athaism ) Biology Botony ( allow explorer units? ) Theortical mathematics Mathematics ( Catapult ) Useful physics Physics Chemistry Fireworks ( allow fireworks factory, increase happiness ) Elctronics Electricity Space fligth Rocketry ( requires petroliam, allow V-2 ) Tactics Orginized military ( Allow better legions, allow barracks ) Socio-culture Alphabet ( allow more tech ) Exploring Map-making ( allow ships ) Homanism Lietreture Construction The wheel ( chariots ) Invetions Vacuum tubes ( allow LASER and computers ) Materials ( found ones, made ones are in Chemistry ) Timber cutting ( bow ) Rulership Totalarship ( allow dictorship ) Religoun Ceremonial burrial ( allow temples ) Economics Currency ( allow clerks in city ) |
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EnochF Civer |
Interesting... unfortunately, several of those words simply don't exist in the English language... |
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Harel Civer |
Indeed EnochF, i am not a naitive english speaker. While I belive the level of my english is fine, i find the grammer and spelling annoying. And since I don't have a spell checker at hand, some things get lost. However, I know this is hard for you, try to raise above it and read what i meant, not what you see. |
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Diodorus Sicilus Civer |
Dave, I'm going to try to make this quick, and I apologize beforehand to everyone else in this Thread, because not all of this will pertain to Technology: My two biggest gripes with CivII (and they don't stop me from playing it, but they do keep me griping) can be summed up as: 1. Not enough variety in Play 2. Not enough Historical problems for the gamer. The variety in play covers a lot of things. I found after the first 50+ games, that they started falling into a distinct pattern. Regardless of who or what Civ I played as, the only major variations in how I expanded, researched, explored, or built were provided by the relative starting positions and the map (and while we're upgrading AIs, let's give a jolt or two to the Map Editor, PLEASE). After a certain point in each game, game play was pretty much standardized: certain Advances were always important, cetain units were always useful, certain Wonders, etc. For variety, I want civilizations to actually be different: for their starting positions to influence the kinds of Tech thay can research and how well - and maybe their cultures to influence development as well, but this is a real can of worms to put in the game - too, too many value judgements involved. I want a Tech Tree with several routes to the same end, and Civilizations that rise and fall instead of plodding steadily across 6000 years to victory. I want Victory Conditions that reward more than just Conquest and Space Travel. And I want historical problems: religions that undermine as well as enhance my civ and government: government types that force me to share control but give advantages for doing it. More variety in diplomacy: barbarians that trade or fight, civs that come along during the game from developed barbarians. Where we agree: Trade should be started and startable much earlier: Hisorically, by Turn 15-20 in the game there was extensive trade clear across Europe in Tin, Copper, Amber, etc. The ground war is emphasized over the naval or air, but I think the reason is that the game maps don't have the space that the real world has. Play on a map that is 75% water, and you approach Earth's configuration: navies and naval technology gets real important. But if you set a CivII/CtP game map to 75% water, you end up with an Island game almost every time, and there is little or no ground war at all. A partial solution might be to speed up naval movement, which would certainly be historical, but I'm not certain that a complete answer is possible without vastly increasing map size, and that has other important effects on the game... AI has gotten a little better since CivII came out, but there is vast room for improvement, in the AI's military, diplomatic, trade, and all other aspects. I'm not programmer enough to know what is possible (or doable within money and time constraints) but surely'better' is possible. Again. sorry for leaving the Tech thread here, but you deserve an answer... Now lemme get back to massaging the Tech into Advances, Applications, and Non-Tech Advances, with some notes as to which can be made particular to terrain, culture, or location. This will take a while... |
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Flavor Dave Civer |
Okay, Diodorus, it appears we aren't far apart at all in what we'd like to see in Civ3. In particular, I agree about 90% with your #1. But then, I wonder about alot of your suggestions. Not alot of them seem to attack the problems you see. I've played some AofE, and you seem to be thinking along those lines, small technology advances being important, a game covering a far shorter period of time. But as long as Civ covers 6000 years, you're gonna have to leave out alot of your advances. I mean, how much value, really, is an enhanced archer??? In my games, none, b/c in no time I've got knights, then musketeers, etc. As far as variety in gameplay goes, at deity, if you don't get Hanging Gardens, then your terrain determines your strategy, a great deal. And even with HG, I find that you have to react to your surroundings/situation, cuz at deity, you can't beat the AI to everything. Here's an idea--maps should have more plains, and less grasslands. BUT--you could add a tech like, organized hunting, which would increase by one the food yield from forests and/or hills and mountains (to make up for it.) This would allow you to set up your civ in very rough terrain. It would make isolationism a better option. Also, you could have domestication to add one food to plains (in addition to another for irrigation). This should help the AI, which is kinda stupid in the way it "improves" the land. Also, I think this would help with scenarios set in rough terrain. How about this for a victory condition--have more people and more money than all other nations combined, and no AI civ has a tech that you don't have. You'd then have to find a "3rd way" between militarism and advancement. OK, I'm off thread here. That last suggestion should go to RADICAL. |
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BigBopper Junior Civer |
WOW you are some long winded people Anyways a couple of notes on real world techs in development (I watch discovery channel too much) 1. Areosol propeled munitions. combined with automated loading of warheads (and several types of guided warheads) an artillery system in development can fire three shells at diffrent tragectories and have them land on a target area at the same time. Basically it's the same principle as the potato gun taken to the Nth degree. I assume this technology will eventually replace solid propellants. propelents 2. Laser based propulsion. More theoretical, but early experiments have been successful, A vehicle "rides" a powerful laser beam fired from the ground. I don't understand it completely but apparently as the laser hits the vehicle it super-heats the air under the ship creating thrust. ( I'm sure there is information galore out on the web) This opens up all kinds of possibilities for cheap access to space, intercontinental travel etc. |
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SnowFire Civer |
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