The Ultimate Tech Tree
Don't know whether this will work or not, but here goes. I'm viewing this as a general Civ Gaming thread, not aimed at any game in particular. If it goes down like a fart in a crowded lift, then I'll start it again in the Civ3 fora, and pretend that's what I intended all along.
In an attempt to find out what the Civ Gaming population want in a tech tree, and in the hopes of some large scale attempt to design the perfect tech tree, here is a series of questions to probe your mind, and stimulate some thoughts.
<hr>
<b><font size=3>1. Starting Date</font></b>
Choose from:
<b>4000BC</b> - Every Civ game covered by Apolyton, with the obvious exception of Alpha Centauri begins in the fateful year, presumably because sometime, back in the distant days of Civ1, some game designer (Sid himself perhaps) decided that this was when the first nomads in Sumeria or Nicaragua or whatever, got fed up of chasing whatever passed for dinner across the wilderness, stuck the fattest ones in a cage, and then simultaneously, and quite unrelatedly, invented farming and prostitution, thereby becoming civilised. Whether you agree with the aforementioned techie, or are simply afraid of the wrath of Sid, and want to stick with tradition, 4000BC anyone?
<b>pre-4000BC</b> - Maybe you're one of those people who thinks Graham Hancock is an underrated genius, and that the lost civilisation of Atlantis was around 10,000 years ago, and was mysteriously vanished away by aliens in the year 7216BC (or something), thereby accounting for the alignments of the Giza pyramids with Orion's Belt, and the temples of Ankor Wat with the constellation Draco. Or maybe you just think the ancient age is the best one, and needs extending a few hundred turns.
<b>post-4000BC</b> - One city does not a civilisation make. Just because some dude in the desert had the good sense to water his crops, and not wait for the rain, does not mean civilisation started that early - make it later!
<hr>
<b><font size=3>2. Ending Date</font></b>
<b>pre-1900AD</b> - Buy AoK, and flee in shame.
<b>c. 2000AD</b> - Following in the grand tradition of Civ2, cut the game short in its prime. Er... I mean, end the tech tree in the modern age, and pretend all the scientists died of a fatal illness targeted to the curiosity gene. Leaving only Alabama populated.
<b>c. 2200AD</b> - A bit of future is nice, but spare me the cyber-punk and speculation. Realism is all.
<b>c. 3000AD</b> - To Infinity - And Beyond! Generic "future techs" suck. Give me some substance.
It has been pointed out, that the Dark Ages, a period of some 1000 years, between about 400 and 1400 AD, very little advancement was made in any field of human endeavour, except possibly package tours to the Middle East (single only). If your civ manages to survive the millenia without being ravaged by barbarians on all sides, and allows some tax gold for science (then well done, you can play Civ), and well done, chances are by 1400 you'll be marching rifleman through Babylon or Assyria, and complainign bitterly at their shoddy rail network (or that you can't use it).
Surely to have the tech tree desigined short, it will be dull to research "future techs" by 1800, yet to make it long, you risk not getting to the end of it, and conquering the world with tanks, and so missing out the potential fun to be had with a "XP3000 City Destroy-A-Tron", not to mention the "super-range biowarhead missile laser blaster artillery boomer" and the like.
So in short, to what extent is Civ a game of human history, and to what extent a game of human destiny?
<hr>
<b><font size=3>3. Ages - Yes/No</font></b>
Sounds like a stupid question, there's always ages in civ games. But apart from a nice little message saying "you have entered the industrial age" and a change of icons every now and again, what purpose do they serve?
Would it be easier to have a continuum of history, with no discrete blocks?
<hr>
<b><font size=3>3. Ages - Which?</font></b>
If you said YES to ages, you now get to choose which of the ones listed below you would like in your ideal tech tree.
<b>Prehistoric</b> - By definition should not be inlcuded, but you get all sorts of nutters.
<b>Ancient</b> - Egypt, Sumeria etc. Golden age of 'smiting' and living inside city walls.
<b>Classical</b> - Slavery gave the upper classes time to poder more amusing ways to kill their enemies, their slaves, and their mothers. The practical upshot of which was mathematics, science and a whole load of sycophantic poetry.
<b>Dark Ages</b> - In technological terms, more like the lack of an age. About the best thing to emerge from this period was a better type of plough.
<b>Middle Ages</b> - Like the Dark Ages II - different name, same religious bigotry.
<b>Renaissance</b> - Still some debate over whether this actually took place or is merely the imagination of modern sholars run wild, this period was when people again had time to ponder. The practical upshot being roughly similar: maths, science, more philosophies than you'd feel comfortable shaking a stick at, and a whole load of sycophantic paintings.
<b>Age of Reason/Age of Discovery</b>Abolition, Equality, Potatoes, and some pretty cool naval warfare.
<b>Industrial Age</b> - Canals, railways, factories, coal mines, steam engines, global empire. No doubt you did something fun in America too.
<b>Modern Age</b> - Depending on your point of view, this starts anywhere from between 1800 (industrialisation) and the early 1900s (industrial revolution over) and ends from between 1960s (computers) and 2020 (eugenics, just you wait...)
<b>Information Age</b> - With the advent of comupting, human beings found lots of new ways to kill each other, on a larger and more impersonal scale than ever before. People insist that quality of life has improved. Labour saving devices have tripled the amount of time people spend doing housework. Digital watches.
<b>Space Age</b> - Similar to the Information Age, but extends later, to c. 2100, when we get manned missions to Mars, and an experimental moon base. Begins c. 1970, and fashion grinds to a halt, leading to a hundred years of white bell-bottoms and square computers. The only saving grace is the absense of MS Windows.
Culminates in the invention of high temperature superconductors, and cold fusion, which presumably combine to form some sort of normal temperature energy device.
<b>Genetic Age</b> - Not just because it is in CtP; the next technological revolution will be biotech. Life extension, gene therapy, cloning, cyborgs maybe, genetic computers, designer babies and foodstuffs.
<b>Nano-Age</b> - Probably the next, and possibly the last foreseeable technological revolution, nanotechnology will bring about super-fast engineering projects, and invisible robots to serve any foreseeable purpose, in fantastic quantities.
<b>'Diamond Age'</b> - As CtP says: The age where the physical and biological fields become united. Cue forcefields, holograms, genetic computers, neural interfaces, warp drives, and sycophancy on a scale that we can't even begin to imagine.
<b>The Future</b> - Insert this at the point of your choice. Involves 10 or so nameless "future techs" that add to your score, or somesuch nonsense.
<hr>
<b><font size=3>4. How Many Advances?</font></b>
How many advances should there be? Obviously it will depend on the scale of your ideal tree, some might prefer many, quick advances, others fewer, more expensive advances.
For comparison (and not including future techs):
Civ3 has 82
Civ2 has 89
CtP has 102
CtP2 has 106
<hr>
<b><font size=3>5. Linearity vs. Holisticness</font></b>
I don't know how many people here play Planetarion, but as it seems to be populated by '733t-ist pre-pubescent teenagers, I doubt it is many. In any case, it has (or had when I last played, and realised it was populated by '733t-ist pre-pubescent teenagers) the most linear tech-tree I have ever seen.
and so on. More of a tech seaweed really.
There are in total about 6 branches (or strands) all remaining separate.
At the opposite nd of the spectrum is a classic Civesque tech tree, where you have to research almost everything before reaching 'the end'. The tree is more tangled than a really tangled thing.
While I feel a certain degree of interconnectedness is important, planning a route through the mess can often lead to little room for strategy, especially if the advances are discovered quite quickly. It just becomes a case of working through it, taking the quickest one, unless you are likely to become embroiled in a long war or something.
In an ideal world, I would like to see three or more different tech trees, almost entirely separate, which the player can choose to research down. However, because humanity only went down one tech tree (mostly), devising the other two is going to be very hard, wthout delving into fantasy and sci-fi.
So a better way would be to have semi-distinct branches of the tree, which relate at important points, and crucially, have one way prerequisites. ie.
Only more complex. That way, each branch becomes an optional thing, and if you want, you can research only the main one or two branches, the expensive ones.
However, I don't know how easy that would be to map onto a real-world technology progression, so thoughts would be welcome.
<hr>
<b><font size=3>6. Occidentocentrism, and Cause and Effect in <i>Civilization</i></font></b>
Civ tech trees are very much based on the western progression of knowledge. Mesopotamia -> Mediterranean -> Renaissance Europe -> Industrial Europe -> 'Western Culture' Europe/USA
Is this 'right'? From the point of view of selling games, 'medicine' and 'horse riding' go down better than 'aromatherapy' and 'elephant training', but it seems to be rather selfish. The Chinese had gunpowder centuries before Europeans. According to Civ2 this means they also had Engineering and Invention. So why didn't they build Leonardo's workshop? The greeks had rudimentary atomic theory, without Gravity. And the link between Democracy and Banking eludes me completely.
Do prerequisite chains in tech trees always hold true? Are they real prerequisites, or just models of what happened in Europe? for instance, Currency -> Pikemen. I read that this particular line of logic was true because of the mercenary pikemen running around getting employed in Swiss marketplaces. A nice explaination, but the social and political climate had much more to do with it than just currency, and I think cause and effect are hard to model accurately simply in terms of knowledge.
Ideally, the tech tree would have OR gates in it, eg. you get Pikemen if you have 'Iron Working' (make the pikes) AND EITHER 'Currency' (hire mercenaries) OR 'Feudalism' (emperor's guard)
However, only one game currently lets you do this, so for games designed by people such as the ones quoted in my signature, we can but dream, and pray, and find dodgy workarounds, half-solutions, and the blueprints for small incendary devices.
<hr>
<b><font size=3>7. Other Stuff</font></b>
<b>7.1 Governments:</b>
Should they be enabled by their own advance, or come along with something?
eg.
OR
Should their advance be an enabling advance, ie. in the main tech tree?
eg.
OR
Should governmental advances give anything else. I can't see why Communism should give you police stations... I can see a case for Democracy giving the Egalitarian Act, but would it be better with something like Age Of Reason giving the Act and being a prereq for a Democracy advance?
<hr>
If I've missed anything out, tell me, and I'll edit it in.
So, answers on a postcard, or just post here:
<b>Starting Date?
Ending Date?
Ages?
Which Ages?
Number of Advances?
Structure of Tree?
Thoughts on Occidentocentrism?
Thoughts on Specific and General Cause and Effect?
Governmental Advances?
Other?</b>
Thankyou for your thoughts.
Don't know whether this will work or not, but here goes. I'm viewing this as a general Civ Gaming thread, not aimed at any game in particular. If it goes down like a fart in a crowded lift, then I'll start it again in the Civ3 fora, and pretend that's what I intended all along.
In an attempt to find out what the Civ Gaming population want in a tech tree, and in the hopes of some large scale attempt to design the perfect tech tree, here is a series of questions to probe your mind, and stimulate some thoughts.
<hr>
<b><font size=3>1. Starting Date</font></b>
Choose from:
<b>4000BC</b> - Every Civ game covered by Apolyton, with the obvious exception of Alpha Centauri begins in the fateful year, presumably because sometime, back in the distant days of Civ1, some game designer (Sid himself perhaps) decided that this was when the first nomads in Sumeria or Nicaragua or whatever, got fed up of chasing whatever passed for dinner across the wilderness, stuck the fattest ones in a cage, and then simultaneously, and quite unrelatedly, invented farming and prostitution, thereby becoming civilised. Whether you agree with the aforementioned techie, or are simply afraid of the wrath of Sid, and want to stick with tradition, 4000BC anyone?
<b>pre-4000BC</b> - Maybe you're one of those people who thinks Graham Hancock is an underrated genius, and that the lost civilisation of Atlantis was around 10,000 years ago, and was mysteriously vanished away by aliens in the year 7216BC (or something), thereby accounting for the alignments of the Giza pyramids with Orion's Belt, and the temples of Ankor Wat with the constellation Draco. Or maybe you just think the ancient age is the best one, and needs extending a few hundred turns.
<b>post-4000BC</b> - One city does not a civilisation make. Just because some dude in the desert had the good sense to water his crops, and not wait for the rain, does not mean civilisation started that early - make it later!
<hr>
<b><font size=3>2. Ending Date</font></b>
<b>pre-1900AD</b> - Buy AoK, and flee in shame.
<b>c. 2000AD</b> - Following in the grand tradition of Civ2, cut the game short in its prime. Er... I mean, end the tech tree in the modern age, and pretend all the scientists died of a fatal illness targeted to the curiosity gene. Leaving only Alabama populated.
<b>c. 2200AD</b> - A bit of future is nice, but spare me the cyber-punk and speculation. Realism is all.
<b>c. 3000AD</b> - To Infinity - And Beyond! Generic "future techs" suck. Give me some substance.
It has been pointed out, that the Dark Ages, a period of some 1000 years, between about 400 and 1400 AD, very little advancement was made in any field of human endeavour, except possibly package tours to the Middle East (single only). If your civ manages to survive the millenia without being ravaged by barbarians on all sides, and allows some tax gold for science (then well done, you can play Civ), and well done, chances are by 1400 you'll be marching rifleman through Babylon or Assyria, and complainign bitterly at their shoddy rail network (or that you can't use it).
Surely to have the tech tree desigined short, it will be dull to research "future techs" by 1800, yet to make it long, you risk not getting to the end of it, and conquering the world with tanks, and so missing out the potential fun to be had with a "XP3000 City Destroy-A-Tron", not to mention the "super-range biowarhead missile laser blaster artillery boomer" and the like.
So in short, to what extent is Civ a game of human history, and to what extent a game of human destiny?
<hr>
<b><font size=3>3. Ages - Yes/No</font></b>
Sounds like a stupid question, there's always ages in civ games. But apart from a nice little message saying "you have entered the industrial age" and a change of icons every now and again, what purpose do they serve?
Would it be easier to have a continuum of history, with no discrete blocks?
<hr>
<b><font size=3>3. Ages - Which?</font></b>
If you said YES to ages, you now get to choose which of the ones listed below you would like in your ideal tech tree.
<b>Prehistoric</b> - By definition should not be inlcuded, but you get all sorts of nutters.
<b>Ancient</b> - Egypt, Sumeria etc. Golden age of 'smiting' and living inside city walls.
<b>Classical</b> - Slavery gave the upper classes time to poder more amusing ways to kill their enemies, their slaves, and their mothers. The practical upshot of which was mathematics, science and a whole load of sycophantic poetry.
<b>Dark Ages</b> - In technological terms, more like the lack of an age. About the best thing to emerge from this period was a better type of plough.
<b>Middle Ages</b> - Like the Dark Ages II - different name, same religious bigotry.
<b>Renaissance</b> - Still some debate over whether this actually took place or is merely the imagination of modern sholars run wild, this period was when people again had time to ponder. The practical upshot being roughly similar: maths, science, more philosophies than you'd feel comfortable shaking a stick at, and a whole load of sycophantic paintings.
<b>Age of Reason/Age of Discovery</b>Abolition, Equality, Potatoes, and some pretty cool naval warfare.
<b>Industrial Age</b> - Canals, railways, factories, coal mines, steam engines, global empire. No doubt you did something fun in America too.
<b>Modern Age</b> - Depending on your point of view, this starts anywhere from between 1800 (industrialisation) and the early 1900s (industrial revolution over) and ends from between 1960s (computers) and 2020 (eugenics, just you wait...)
<b>Information Age</b> - With the advent of comupting, human beings found lots of new ways to kill each other, on a larger and more impersonal scale than ever before. People insist that quality of life has improved. Labour saving devices have tripled the amount of time people spend doing housework. Digital watches.
<b>Space Age</b> - Similar to the Information Age, but extends later, to c. 2100, when we get manned missions to Mars, and an experimental moon base. Begins c. 1970, and fashion grinds to a halt, leading to a hundred years of white bell-bottoms and square computers. The only saving grace is the absense of MS Windows.
Culminates in the invention of high temperature superconductors, and cold fusion, which presumably combine to form some sort of normal temperature energy device.
<b>Genetic Age</b> - Not just because it is in CtP; the next technological revolution will be biotech. Life extension, gene therapy, cloning, cyborgs maybe, genetic computers, designer babies and foodstuffs.
<b>Nano-Age</b> - Probably the next, and possibly the last foreseeable technological revolution, nanotechnology will bring about super-fast engineering projects, and invisible robots to serve any foreseeable purpose, in fantastic quantities.
<b>'Diamond Age'</b> - As CtP says: The age where the physical and biological fields become united. Cue forcefields, holograms, genetic computers, neural interfaces, warp drives, and sycophancy on a scale that we can't even begin to imagine.
<b>The Future</b> - Insert this at the point of your choice. Involves 10 or so nameless "future techs" that add to your score, or somesuch nonsense.
<hr>
<b><font size=3>4. How Many Advances?</font></b>
How many advances should there be? Obviously it will depend on the scale of your ideal tree, some might prefer many, quick advances, others fewer, more expensive advances.
For comparison (and not including future techs):
Civ3 has 82
Civ2 has 89
CtP has 102
CtP2 has 106
<hr>
<b><font size=3>5. Linearity vs. Holisticness</font></b>
I don't know how many people here play Planetarion, but as it seems to be populated by '733t-ist pre-pubescent teenagers, I doubt it is many. In any case, it has (or had when I last played, and realised it was populated by '733t-ist pre-pubescent teenagers) the most linear tech-tree I have ever seen.
Code:
A -> B -> C -> D E -> F -> G -> H I -> J -> K -> L
There are in total about 6 branches (or strands) all remaining separate.
At the opposite nd of the spectrum is a classic Civesque tech tree, where you have to research almost everything before reaching 'the end'. The tree is more tangled than a really tangled thing.
While I feel a certain degree of interconnectedness is important, planning a route through the mess can often lead to little room for strategy, especially if the advances are discovered quite quickly. It just becomes a case of working through it, taking the quickest one, unless you are likely to become embroiled in a long war or something.
In an ideal world, I would like to see three or more different tech trees, almost entirely separate, which the player can choose to research down. However, because humanity only went down one tech tree (mostly), devising the other two is going to be very hard, wthout delving into fantasy and sci-fi.
So a better way would be to have semi-distinct branches of the tree, which relate at important points, and crucially, have one way prerequisites. ie.
Code:
A -> B -> C -> D \-> E -> F -> G \-> H -> I
However, I don't know how easy that would be to map onto a real-world technology progression, so thoughts would be welcome.
<hr>
<b><font size=3>6. Occidentocentrism, and Cause and Effect in <i>Civilization</i></font></b>
Civ tech trees are very much based on the western progression of knowledge. Mesopotamia -> Mediterranean -> Renaissance Europe -> Industrial Europe -> 'Western Culture' Europe/USA
Is this 'right'? From the point of view of selling games, 'medicine' and 'horse riding' go down better than 'aromatherapy' and 'elephant training', but it seems to be rather selfish. The Chinese had gunpowder centuries before Europeans. According to Civ2 this means they also had Engineering and Invention. So why didn't they build Leonardo's workshop? The greeks had rudimentary atomic theory, without Gravity. And the link between Democracy and Banking eludes me completely.
Do prerequisite chains in tech trees always hold true? Are they real prerequisites, or just models of what happened in Europe? for instance, Currency -> Pikemen. I read that this particular line of logic was true because of the mercenary pikemen running around getting employed in Swiss marketplaces. A nice explaination, but the social and political climate had much more to do with it than just currency, and I think cause and effect are hard to model accurately simply in terms of knowledge.
Ideally, the tech tree would have OR gates in it, eg. you get Pikemen if you have 'Iron Working' (make the pikes) AND EITHER 'Currency' (hire mercenaries) OR 'Feudalism' (emperor's guard)
However, only one game currently lets you do this, so for games designed by people such as the ones quoted in my signature, we can but dream, and pray, and find dodgy workarounds, half-solutions, and the blueprints for small incendary devices.
<hr>
<b><font size=3>7. Other Stuff</font></b>
<b>7.1 Governments:</b>
Should they be enabled by their own advance, or come along with something?
eg.
Code:
Democracy. Gives: Democracy (gov)
Code:
Beaurocracy. Gives: Diplomat (unit) Republic (gov)
eg.
Code:
Religion -> Theocracy [theocracy (gov)] -> Cathedral Building
Code:
Religion -> Cathedral Building -> Catholicism \-> Theocracy [theocracy (gov)]
<hr>
If I've missed anything out, tell me, and I'll edit it in.
So, answers on a postcard, or just post here:
<b>Starting Date?
Ending Date?
Ages?
Which Ages?
Number of Advances?
Structure of Tree?
Thoughts on Occidentocentrism?
Thoughts on Specific and General Cause and Effect?
Governmental Advances?
Other?</b>
Thankyou for your thoughts.
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