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If you designed the tech tree for the Stone Age... what would it be?

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  • If you designed the tech tree for the Stone Age... what would it be?

    Let's say that in a month, a new patch is released and with it we can add Ages as well as control the year increment. So instead of starting work on the Stone Age in one month... why not start now?

    As I see it the Stone Age can begin in 6000 BC and end approximately in 3000 BC, when the Ancient Age starts. The very first tech level of the Ancient Age -- Bronze Working through Ceremonial Burial -- can be made into the very last tech level of the Stone Age, and the preceeding techs lead up to that level. But that's just my opinion.

    Here are my suggestions for the first techs of the Stone Age.
    Flintmaking
    Wood Working
    Fire
    Painting
    Culture
    Clay

    2nd level:
    Hunting (preq. Flintmaking & Wood Working)
    Stone Working (preq. Flintmaking)
    Pictographs (preq. Painting & Culture)
    Religion (preq. Fire & Pictographs)

    3rd level:
    Hunting II (preq. Hunting & Fire)
    --------------
    Some ideas
    Hunting will allow the Stickman unit. Stickmen have sharpened wood spears.
    With Hunting II one can build "Stickmen (Adv.)". The spears are hardened by fire.
    Stone Working and Hunting II allows advance that gives the Spearmen unit. They have sharp stone spears.
    Wood Working allows Coracles to be built.


    I'm not too happy about my own ideas, so I sincerely hope this thread will get plenty of posts. (Posts that aren't saying Bah Firaxis will never let us do this *wink wink*)
    MonsterMan's Mod: http://www.angelfire.com/amiga/civ3/

  • #2
    If I would make stone age scenario then it won't have cities.
    Settlers would be a nomad unit cabale of hunting or garthering food and giving one point of shileds for making warrior units.

    Still, it's impossibile to do in civ, since it doesn't have any kind of scripting language.

    Comment


    • #3
      Originally posted by player1
      If I would make stone age scenario then it won't have cities.
      Settlers would be a nomad unit cabale of hunting or garthering food and giving one point of shileds for making warrior units.

      Still, it's impossibile to do in civ, since it doesn't have any kind of scripting language.
      Yeah, but that wasn't what I had in mind either ;-)
      MonsterMan's Mod: http://www.angelfire.com/amiga/civ3/

      Comment


      • #4
        Thats a great idea! Stickmen should be 1/2 like the spearmen but cost more shields. Warriors should always be available. You shouldn't be able to clear forests or jungle without fire. You should require fire to build anything in tundra.

        You should discover culture before you can have it

        A great idea, it should be in an expansion or mod.
        Wrestling is real!

        Comment


        • #5
          Originally posted by King of Rasslin
          Thats a great idea! Stickmen should be 1/2 like the spearmen but cost more shields. Warriors should always be available. You shouldn't be able to clear forests or jungle without fire. You should require fire to build anything in tundra.

          You should discover culture before you can have it

          A great idea, it should be in an expansion or mod.

          I'm glad you like the idea : )
          I had in mind to recalculate the units Attack and Defense values to make room at the bottom for the new units in the Stone age.

          I have four units in mind that I didn't mention.
          * Warriors would be the initial unit available to everyone; they'll fight with clubs.
          * Axemen come later and is basically the same as the default warrior - fighting with stone axes.
          * Hunters fight by throwing stones, Slingmen fight with a sling (like David in his fight with Goliath). They fill the role archers have in the Ancient era.

          The problem with Fire is that mankind has had the knowledge to use it for over a hundred thousand years. I haven't done any research as to when humans discovered the techs I mentioned above.

          I'll probably edit the Palace improvement so it doesn't generate culture at all, and have a Shrine improvement with Religion that generates one cp.
          Last edited by MonsterMan; February 17, 2002, 16:16.
          MonsterMan's Mod: http://www.angelfire.com/amiga/civ3/

          Comment


          • #6
            This is something I'd like to work on, but I hope you realize that you can't just stick those units in front of the ancient age. You'd have to rework all the unit stats. I suppose you COULD make the stone age units cost more, but IMO that's not very realistic. It's the easy way out.

            I'd make warrior code, pottery, and ceremonial burial late stone age techs, and keep alphabet, masonry, wheel, and bronze working in the ancient age. I'm not sure about warrior code since I'm a little uncomfortable making the archer unit available in the stone age.

            Comment


            • #7
              Cool thread. Let's not forget these advances:

              Agriculture (allows irrigation, shows wheat squares)
              Mining (allows mines)
              Roadbuilding (allows roads)

              Also maybe:

              Animal Husbandry (shows cattle squares)
              Raftmaking (allows extra trade from rivers)
              Jewelry (shows gold and gem squares)
              Dyemaking (shows dye squares)
              Weaving (shows silk squares)
              Sculpture (shows ivory squares)
              Tanning (shows fur squares)
              Police force (allows units "martial law" abilities)

              Edit: Um - these wouldn't be possible unless the code was rewritten, but maybe in a CIV 4 they would be cool. Next time I should read the thread more closely

              Comment


              • #8
                Originally posted by BucksRock
                Cool thread. Let's not forget these advances:

                Agriculture (allows irrigation, shows wheat squares)
                Mining (allows mines)
                Roadbuilding (allows roads)

                Also maybe:

                Animal Husbandry (shows cattle squares)
                Raftmaking (allows extra trade from rivers)
                Jewelry (shows gold and gem squares)
                Dyemaking (shows dye squares)
                Weaving (shows silk squares)
                Sculpture (shows ivory squares)
                Tanning (shows fur squares)
                Police force (allows units "martial law" abilities)

                Edit: Um - these wouldn't be possible unless the code was rewritten, but maybe in a CIV 4 they would be cool. Next time I should read the thread more closely

                Nice ideas, but I think Jewelry, Sculpture and Police force are too modern to fit into the Stone age.

                It's true that the editor is limited, but it's open enough for us to be inventive. Let's take the Nomad unit as an example -- Nomads are primitive workers. 'Nomad I' becomes available with the Roadbuilding advance, so we tick the worker action Build Road. 'Nomad II' can be built with the Agriculture advance, so we tick Build Road and Irrigate. And so on.

                I haven't tested if it's true, but if these units have the exact same shield cost, the player might be able to upgrade them for free. Needless to say the Nomad I upgrades to Nomad II and so on until the last Nomad upgrades to a standard Worker unit somewhere close to the Ancient age.

                About being inventive... there is an ability on the City Improvement screen that says Increases Food in Water. So we could give Coast and Sea tiles 0 food bonus, and have a city improvement (a fishery perhaps) with that ability. The result is that Coast and Sea produce as much food as they do from the start in the default game. That lets the game progress longer by starting earlier, so to speak.

                What about a variation on the Catapult unit that has zero movement, and so can only be used from the city that built it? That would create a progression in the game with the ordinary catapult.

                I'm sure there are many other inventful ways to create a fun Stone age from all you guys, let's hear them! : )
                MonsterMan's Mod: http://www.angelfire.com/amiga/civ3/

                Comment


                • #9
                  How about Speech?

                  I think Speech should be in the first tier of discoveries.

                  Nice thread, MM.

                  Comment


                  • #10
                    I have this cool history book here, with some nice lists about the early development and tools of man. Here is what it says:

                    Paleolithic

                    Lower - Neanderthal Man:
                    • Fire by lightning
                    • Awl
                    • Fist Hatchet
                    • Borer
                    • Saw
                    • Scraper


                    Upper - Cro-Magnon Man:
                    • Fire by friction
                    • Sewing
                    • Religion
                    • Art
                    • Stone spear head
                    • Flint awl


                    Neolithic

                    Lower:
                    • Pottery
                    • Bow and arrow
                    • Hewn stone ax
                    • Domestication of dog


                    Upper:
                    • Domestication of plants and animals
                    • Weaving
                    • Lake dwellings
                    • Boat


                    This also reminds me of John Keegan's book History of Warfare, where he talks about some stone age things. Militarily, he said that four powerful weapons were invented near the same time: dagger, mace, sling, and bow. The bow was super important, because it really seperated man from other animals and allowed hunting at range, rather than hand to hand (claw I guess) combat.

                    He also mentioned that two important developments were babies no longer being able to cling to mothers, and the unique (in mammals) change in females being able to give birth all year round, instead of going in heat. These both tended to make females need to stay at home, and thus tended to make humans more settled and less wandering.

                    Which leads right up to the agricultural revolution, which is the most important thing to happen to us humans by far. I would definitely make that the end point of the stone age, and the beginning of real civilization.

                    I guess I don't have an exact tech tree, but I hope some of these ideas are helpful or at least interesting.
                    Good = Love, Love = Good
                    Evil = Hate, Hate = Evil

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                    • #11
                      SPEAR THROWER

                      You all seem to be forgettng the atlatl - spear thrower. It gave hunters (and warriors) a nice range advantage over guys just chucking spears with brute force.

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                      • #12
                        Oh yeah ... I think Keegan mentioned that the atlatl and the sling might have been related, since they kind of worked on the same principle.
                        Good = Love, Love = Good
                        Evil = Hate, Hate = Evil

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                        • #13
                          I can see it now.

                          That G*d-D*mned Stone Thrower just killed my Tank! This bites!

                          Great thread.

                          Salve
                          (\__/)
                          (='.'=)
                          (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

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                          • #14
                            How about instead of a technology prereq for the next Age there is a population requirement? Say this Age is geared towards building what is, in effect, a city, which needs as prereqs food gathering techs and food areas to harvest, raw materials for the building of dwellings and enough social advances for a society of lots of people viable. Once this is reached, you can build cities and continue with Civ3.

                            On second thought, this is perhaps adding too much to the game (unless the editor is eventually imbued with heinously powerful tools!). Maybe instead of not being able to build cities to begin with, you CAN, but there is a strict pop limit until the city prereqs are met. The focus of the game could be about linking "local tribes" or bands of ppl together, taking the ideas and getting "advances" out of them. Kind of a goody-hunting exercise, but fleshed out a bit.

                            Anyone have a way this could be made more realistic while still adding something?
                            Consul.

                            Back to the ROOTS of addiction. My first missed poll!

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                            • #15
                              Originally posted by MrWhereItsAt
                              How about instead of a technology prereq for the next Age there is a population requirement? Say this Age is geared towards building what is, in effect, a city, which needs as prereqs food gathering techs and food areas to harvest, raw materials for the building of dwellings and enough social advances for a society of lots of people viable. Once this is reached, you can build cities and continue with Civ3.

                              On second thought, this is perhaps adding too much to the game (unless the editor is eventually imbued with heinously powerful tools!). Maybe instead of not being able to build cities to begin with, you CAN, but there is a strict pop limit until the city prereqs are met. The focus of the game could be about linking "local tribes" or bands of ppl together, taking the ideas and getting "advances" out of them. Kind of a goody-hunting exercise, but fleshed out a bit.

                              Anyone have a way this could be made more realistic while still adding something?
                              You should need some building to move from 2 pop cap.
                              That way you won't be able to build settlers, expect if wanting to move on other "hunting ground"
                              Building should be called...

                              I don't know for sure.

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