OK, now people are reading more complexity into the system than is necessary.
Shining1 writes:
1) Bell assumes that you can get to different advances by taking different paths.
Well, that's half of it. There really wouldn't be very much flexibility in the tech tree itself, only four ways maximum, and only three of them are practicle. The extra options come in from diplomacy and combat, both of which can give you prereq points as I described.
2) In addition, the points system seems difficult to easily understand, and is at any rate completely subjective, as in point 1. Who's to say that bronze working is 10% of the way to iron working or 90%?
There isn't going to be that level of complexity involved. There are simply two types of prereqs--one of which gives you half the points necessary, and the other which gives you a quarter of the points necessary. Every tech has two prereqs, and four related techs. Like I said, a good deal of the variety comes from what you do in the game itself.
3) The amount of work required in given each technology a prereq percentage to determine it's relevance to other advances (some of which may also be prereqs to that tech!) is mindboggling. I mean, how much did pottery influence mechanised warfare? Both the algorithm required to handle this and the encyclopaedia entry for the tech are work better spent elsewhere, IMO.
Like I said, you're overcomplicating the system. All it requires is the standard prereq system as it already exists, and then picking 4 techs that show up about the same time on the tech tree and which are related to the goal tech. There's not any big "well, pottery gives me 3.6% of mechanized warfare" stuff, it's all in simple halves and quarters.
Shining1 writes:
1) Bell assumes that you can get to different advances by taking different paths.
Well, that's half of it. There really wouldn't be very much flexibility in the tech tree itself, only four ways maximum, and only three of them are practicle. The extra options come in from diplomacy and combat, both of which can give you prereq points as I described.
2) In addition, the points system seems difficult to easily understand, and is at any rate completely subjective, as in point 1. Who's to say that bronze working is 10% of the way to iron working or 90%?
There isn't going to be that level of complexity involved. There are simply two types of prereqs--one of which gives you half the points necessary, and the other which gives you a quarter of the points necessary. Every tech has two prereqs, and four related techs. Like I said, a good deal of the variety comes from what you do in the game itself.
3) The amount of work required in given each technology a prereq percentage to determine it's relevance to other advances (some of which may also be prereqs to that tech!) is mindboggling. I mean, how much did pottery influence mechanised warfare? Both the algorithm required to handle this and the encyclopaedia entry for the tech are work better spent elsewhere, IMO.
Like I said, you're overcomplicating the system. All it requires is the standard prereq system as it already exists, and then picking 4 techs that show up about the same time on the tech tree and which are related to the goal tech. There's not any big "well, pottery gives me 3.6% of mechanized warfare" stuff, it's all in simple halves and quarters.
Comment