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  • TECHNOLOGY(v1.6)- hosted by SnowFire

    Continued from <a href="http://apolyton.net/forums/Forum28/HTML/000089.html">Technology 1.5</a>. Older threads may be found at <a href="http://apolyton.net/forums/Forum28/HTML/000079.html">Technology 1.4</a>, <a href="http://apolyton.net/forums/Forum28/HTML/000038.html">Technology 1.2</a>, and <a href="http://apolyton.net/forums/Forum28/HTML/000006.html">Technology 1.1</a>.

    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.

    <u>Section I: The Research Process (How do I do research into technology?)</u>

    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 ). A tech specialty would be a small bonus to research in related fields (or simply a higher beginning allocation to a certain field, if the RESEARCH PRIORITY SLIDER BARS WITH 'INERTIA' system is used). The bonus should disappear in modern times. (not necessary with SLIDER BAR system) Maybe give user the option to decide which type of place to start in, so that he or she can determine character of civ?

    9) HISTORICAL ERA SHOULD PLAY A ROLE -- Since in ancient times scholars studied a wide variety of fields (they were real Renaissance men ) it makes sense to have tech specialization only play a role in more modern types of research (e.g. an ancient Greek philosopher might have contemplated both the role and practice of government as well as the laws of motion).

    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?

    <u>Section II: The Tech Tree (How do I get specific techs?)</u>

    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.

    <u>The Techs Themselves...</u>

    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).

    <font size=1 color=444444>[This message has been edited by SnowFire (edited June 03, 1999).]</font>
    All syllogisms have three parts.
    Therefore this is not a syllogism.

  • #2
    <u>Issues of Technology Cost:</u>

    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

    <u>Science and it's relationship with Infrastructure and Society:</u>

    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...)

    <u>Game Options set at the Beginning of the Game:</u>

    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
    University: May pick every other tech from now on?)

    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).
    All syllogisms have three parts.
    Therefore this is not a syllogism.

    Comment


    • #3
      <u>Actual Techs Suggested</u>

      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:
      Music -- A dead end tech that adds +50% to the effectiveness of entertainers. So an entertainer gains an early boost of +100% with the discover of music and construction of a market place. Since music has been around since the beginning of civilization, many dispute the need to actually research it.

      History

      Literature

      Rhetoric

      Sculpture

      Mathematics Techs:
      Algebra- The lowest level math discovered.

      Calculus- Vital for physics research.

      And computers, a subcategory of Math:
      Programming -- the art/science of making computers do what you want.

      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:
      Simple Machines -Another very basic tech that would be discovered soon into Engineering research.

      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.

      Relativity - Perhaps the most important concept in modern physics. Good pre-req for nuclear power.

      And Astronomy Techs, a subcategory of Physics:
      Astrology- Is this the same as mysticism, or considered something developed after mysticism to allow astronomy?

      Orbital Mechanics- Very high level astronomy, traveling into space.

      Chemistry Techs:
      Periodic Table -- An important advance in chemistry. Realizing the "order" of chemical elements allowed discovery of new ones and prediction of their properties. Aided understanding of underlying theory of chemistry.

      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:
      Lens Grinding- A pre-req to Germ Theory?

      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:
      Artificial Fertilizers- Improve food production at the expense of money and industrial pollution?

      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:
      Currency- As in CivX.

      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:
      Copper Smelting- A very very early tech.

      (plus all the standard ones, like Bronze Working, Iron Working...)

      Everything else suggested:
      Standing Army -- The army is composed of professional soldiers employed by the state, not just regular citizens who grabbed weapons to support the war effort, and then went back to their lives afterward.
      Oceanography
      Geology
      Geography
      Potter's Wheel
      Painting
      Weaving
      The Loom -- important for weaving
      cement/concrete
      Legalized Prostitution
      Prohibition
      Gun Control
      Fireworks
      lightbulbs
      hot air balloons
      tanning
      Enviornmentalism subcategory: hydrogeology, exotoxicology, bioremedition, extinction prevention, contaminated land reclamation
      Animal Domestication
      Mass Communication
      Submersibles
      Microbotics (little robots), Astrobotics (space robots?), Hydrobotics (water robots?).
      Brewing-- Makes beer. While discovered by many civilizations, why exactly would you want to discover this? {/editorial mode}
      Agricultural Investment
      Training
      Mobilization
      Urbanization
      Regulation
      Revolution
      The Pump
      Calendar
      the chimney/fireplace
      Social Reform
      Women's Movement
      Aristocracy
      Total War
      Environmental Ethics
      Entrepenurialism
      Globalization
      Humanism
      Empiricism
      Nuclear Disarmament
      Art of War
      Rationalization
      The Enlightenment
      Money Economy
      Nuclear Deterrence
      Nuclear Warfighting
      Nuclear Defense

      Futuristic Techs, possibly realistic:
      cloning, orbital construction, commercial spacefaring, wakeways, artificial intelligence, spaceport, xenobiology (exobiology), terraforming, eugenics, metallic foam, neural interface, nanotechnology, laser induced fusion, zero point energy, hydroponics, microgee agriculture, xenopsychology, cryogenics, nanomedicine (cell repair), personality constructs, mass drivers (without aliens, xenobiology is mostly useless, xenopsychology even more so , what is practical application of cryogenics in game terms? -Octo

      Futuristic Techs and realism questionable:
      warp drive, psychohistory, robopsychology, ICE, eptification, elite conscription, phaser, turbolaser, artificial gravity (antigravity), universal translator, scrith, hyperatomic motivator, twin ion engine, liquid metal (mimetic polyalloy), positronic matrix, spindizzy generator, planckscale machines, antimatter containment, ekumen, matter replication, Anti- anything (matter, gravity, reality...), Kinetic Weapons (????), Inertia Nullification (thanks to the space operas of E.E. "Doc" Smith) (I don't know what a lot of these are, and a lot of the ones I do know are definitely impossible in the "real world")-Octo

      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?

      -------------
      SnowFire, Technology Thread-Master.

      <font size=1 color=444444>[This message has been edited by SnowFire (edited June 03, 1999).]</font>
      All syllogisms have three parts.
      Therefore this is not a syllogism.

      Comment


      • #4
        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.

        Comment


        • #5
          SnowFire:

          Damn good work. Damn good!
          I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

          "Yin": Your friendly, neighborhood negative cosmic force.

          Comment


          • #6
            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
            2. The city improvement
            3. A slider bar indicating production ratio of quantity vs. quality.
            4. Experimentation.


            For example:

            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.

            Furthermore maybe there could be pushbuttons indicating which "breakthroughs" you want to go for and have it so that there is a default setting (maybe ballistic breakthrough) to offset micromanagement.

            Thus if you want the best possible unit for your money, you would need to do all of this. You'll have to weigh the advantages/disadvantages.


            Comment


            • #7
              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.

              Comment


              • #8
                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...

                <font size=1 color=444444>[This message has been edited by EnochF (edited June 04, 1999).]</font>

                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)
                alloys
                arithmetic
                artificial selection (selective breeding of livestock, even horses, pack animals, etc.)
                ballistics (very important military technology for the Romans and others: the ballista was a superweapon for its time)
                the bayonet (could take or leave - I found this one in a Civ 2 modpack with many good ideas)
                biotechnology
                compass (before people understood what "magnetism" was, or even that "magnetic north" wasn't necessarily "true north," the compass was changing the world)
                cryogenics (could boost the effect of hospitals, who can now freeze donor organs or blood and semen samples; futuristic effects may involve life extension)
                deism
                demolition
                Diesel engine (okay, probably too specific...)
                distillation (before alchemy became organized, herbalists and brewers perfected these techniques)
                drafting (the science of architectural drawing, creating of blueprints)
                epidemiology (science of epidemics, the spread of disease, very early medicine)
                feul cells (just around the corner technology, in fact a Canadian company has even designed practical prototypes)
                firearms (hand-held gunpowder weapons didn't become practical for several decades)
                foraging (the technology that every human civilization knows out of the cradle)
                glass (or glass-blowing, without which there would be no telescope)
                globalization (corporations' term for their capitalistic policy of seeking out the cheapest international work force, dreadful practice)
                heliocentrism
                horticulture (before agriculture, most civilizations began this simple tending of plants, before the plow)
                hybrids (another agricultural advance, post-Mendel, which led to hardier, faster-growing, better-yielding crops)
                hydraulics (a.k.a. The Pump, science of pumps, Cartesian wells, Archimedes screw; used to create working fountains on mountaintops in the ancient world)
                interchangeable parts (a new and better name for "machine tools," this is the real revolutionary idea)
                international law (the very concept of which was nonexistent before the nineteenth century)
                logic (no Surak jokes, please...)
                mechanics (an all-encompassing but primitive science of motion, which predated physics and studied machines, falling objects, etc.)
                microchip
                naval gunnery (accuracy of cannon on ships on an uneven surface was a huge problem to overcome)
                photography (without which radioactivity would never have been discovered)
                the plow (another basic technology, the First Machine, etc.)
                political economy (the first social science, much discussed in the 18th, 19th centuries, expanding on Machiavelli and leading to international law)
                scientific method (perhaps a bit redundant, but still deserving)
                sea colonization
                siege warfare (also perhaps a bit redundant, but perhaps not)
                space colonization
                telecommunications (in the space age, with aid of satellites)
                telegraph
                textiles (after discovery of gearworks, i.e. the mill)
                timber construction (also taken from the Civ 2 modpack, not too sure about it...)

                Points to add:
                Brewing is important because it popularized techniques of distillation that eventually led to the science of chemistry and it also provided farmers with potential "luxury" or cash crops.

                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.


                <font size=1 color=444444>[This message has been edited by EnochF (edited June 04, 1999).]</font>
                "Harel didn't replay. He just stood there, with his friend, transfixed by the brown balls."

                Comment


                • #9
                  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.

                  Comment


                  • #10
                    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
                    Agriculture
                    Domestication of wheat, rice, barley
                    Domestication
                    Of Dogs, Cattle, Sheep, Goats, Donkey
                    or Ass (Onager)
                    Archery
                    The bow was practically universal in
                    the Stone Age as a hunting weapon
                    Ceremonial Burial
                    Evidence of ceremony in death rituals
                    dates back to Homo Neanderthalsis
                    Metal-Working
                    Specifically, cold copper or low-heat
                    copper working by some cultures, not all
                    Pottery
                    For domestic, local use only.

                    Pre 4000BC Social/Political Advances:
                    City-State (Political)
                    Individual cities self-governing: no
                    government above the city
                    God-King (Political)
                    Egyptian development: control over
                    most of irrigation-valley (Nile) with
                    priests’ support
                    Organized Construction (Social-Economic)
                    Large consruction projects involving
                    organized mass labor on temples, etc
                    Community Trading (Economic)
                    No money, but cities/villages trade
                    with each other for necessities

                    Post-4000BC Advances:
                    (Approximate Historical Chronolgical Order)

                    Potter’s Wheel (3600BC)
                    Requires: Pottery
                    NOTES: Results in pottery for
                    export, trade, economic uses
                    Writing (3700BC)
                    Required For: Bureaucracy
                    NOTES: This is primitive, developed
                    from pictograms
                    Bureaucracy (3500BC)
                    Requires: Writing
                    NOTES: Administrative class in Egypt chosen by merit, education, favoritism
                    Bronze-Working (3500-2800BC)
                    Requires: Metal-Working
                    Required For: Iron-Working
                    NOTES: First bronze not much better than copper: took 700 years to perfect
                    Wheel (3500-2900BC)
                    Requires: Domestication, Pottery
                    Required For: Carts
                    NOTES: These are solid wheels, very cumbersome and slow
                    Stone-Working/Masonry (3200BC)
                    Requires: Metal-Working, Pottery
                    NOTES: Specifically, use of stone for buildings instead of wood or mud-brick
                    Irrigation (3100BC)
                    NOTES: large scale irrigation projects under King Menes in Egypt
                    Olive Domestication (3100BC)
                    Required For: Oil Trade
                    NOTES: Oilive Oil was a major trade item in the Med until 500AD+
                    Ship-Building (3000BC)
                    Requires: Metal-Working, Writing
                    NOTES: Shore-hugging types: square sail, paddles, fragile hulls, no keel
                    Pottery Kiln (3000BC)
                    Requires: Pottery, Potter’s Wheel
                    NOTES: Allows Fired brick as well as Glazed (export) pottery
                    Silk Cultivation (3000-2650BC)
                    Requires: Domestication, Irrigation
                    Required For: Silk Trade
                    NOTES: Big Bucks in Silk Trade
                    Tea Cultivation (3000-1000BC)
                    Required For: Tea Trade
                    Harbor (2900-2700BC)
                    Requires: Masonry
                    NOTES: First artificial Harbors of brick or stone
                    Animal-Powered Plow (2500BC)
                    Requires: Domestication,
                    Metal-Working
                    NOTES: First Ox-drawn plows, in Egypt

                    WONDER: Pyramids of Egypt
                    Historical Effects:
                    Major large project control, glorification, later tourist attraction

                    Canal-Building (2400BC)
                    Requires: Irrigation, Metal-Working
                    NOTES: earliest navigation canal between Tigris & Euphrates Rivers
                    Spoked Wheels (2350-2000BC)
                    Required For: Chariot
                    Code of Laws (2300-1900BC)
                    Requires: Writing
                    NOTES: First code in 2300, Hammurabi’s publicly-published Code in 1900BC

                    Mediterranean Trade Goods: 2250BC
                    Ivory, Silver, Copper, Gold, Timber, Granite, Dates

                    Road Building (2100BC)
                    Requires: Metal-Working, Bureaucracy
                    Required For: Trade
                    NOTES: First working road network in Ur-Nammu of Mesopotamia
                    Ocean-Faring Catamarans (2000BC)
                    NOTES: Malayans had Fore & Aft Sails, Catamaran hulls, by 1000BC were traveling across the Indian and Pacific Oceans to settle Madagascar and Melanasia, long before open-ocean vessels available to anyone else. This kind of Isolated One of a Kind set of Advances will be very hard if not impossible to put in the game, I think.
                    Alphabet (1700-800BC)
                    Requires: Writing
                    Required For: Literacy
                    NOTES: Development of the full alphabet with vowels took almost 1000 years

                    WONDER: Stonehenge Astronomical Calendar
                    Historical Effects:
                    Religious, possibly Seasonal Timing

                    Pulley (1500BC)
                    Requires: Metal-Working
                    Required For: Improved Rigging
                    NOTES: Simple pulley only, not compound, used in water raising, rigging
                    Beam Press (1500BC)
                    Required For: Commerical wine &
                    oil trade
                    NOTES: for processing grapes, olives, etc into oil and wine
                    Wrought Iron Working (1500-1400BC)
                    Requires: Bronze-Working
                    NOTES: Using charcoal fires, tempering: wrought iron only
                    Vertical Loom (1500BC)
                    Required For: textile/cloth trade
                    NOTES: Allows larger and more
                    uniform cloth-making
                    Glass Containers (1500-200BC)
                    NOTES: early glass bottles, then
                    mold-formed by 200BC
                    Stone Dams (1300BC)
                    NOTES: For irrigation, could be Advanced Masonry?

                    Mediterranean Trade Goods: 1300BC
                    Ivory, Silver, Copper, Gold, Timber, Tin, Iron, Resins, Linen, Papyrus, Glass & Glass Beads (Faience), Amber

                    Horseback Riding (1100BC)
                    Requires: Domestication
                    Required For: Horsemen,Cavalry
                    NOTES: No saddles or stirrups, but
                    careful breeding already
                    Improved Ships (1100-1000BC)
                    Requires: Ship-Building
                    NOTES: Phoenician oared ships with stempost, sternpost, rib skeleton, oars instead of paddles, but still not open-ocean capable
                    Seige Engines (875-850BC)
                    Requires: Wrought Iron-Working
                    NOTES: Assyrian Belfries, Seige
                    Towers, Rams, etc - no catapults

                    Mediterranean Trade Goods: 825BC
                    Ivory, Silver, Copper, Gold, Timber, Tin, Resins, Linen, Papyrus, Glass & Glass Beads (Faience), Amber, Textiles, Spices

                    NON-TECHNICAL ADVANCE:
                    Militarism (800BC) (Political-Social)
                    The Spartan Social Order: State-sponsored military skills and attitudes

                    Trireme (700BC)
                    Requires: Improved Ships
                    NOTES: The fastest ancient oared
                    warship, but 0 cargo capacity
                    NON-TECHNICAL ADVANCES:
                    Imperial Control (745BC) (Political)
                    The Assyrians put their own governors in conquered cities and incorporate them into their own political organization instead of just leveling them and going home

                    Market Economy (700BC) (Economic)
                    Individuals start trading on their own, coincidental with the Agora, or town market

                    Buddhism (600BC) (Religious)
                    Gautama starts teaching, modifying Hinduism about this time

                    Zoroastrianism (600BC) (Religion)
                    Persian religious leader: duality of Good/Bad in religion, form of Monotheism

                    WONDER: Hanging Gardens of Babylon
                    Historical Effects:
                    glorification, city sentiment, beautification

                    Centralized City Sewer Drains (600BC)
                    Requires: Masonry
                    NOTES: Cloaca Maxima built in Rome: earlier less elaborate sewer systems in
                    2500BC in Mesopotamia
                    Coinage (550BC)
                    Requires: Metal-Working,
                    Bronze-Working
                    Required For: improved Trade
                    NOTES: Stamped metal gold & silver coins in Lydia- a commercial empire
                    Blast Furnace (400BC-31AD)
                    Requires: Wrought Iron Working,
                    Pottery Kiln
                    Required For: Cast Iron
                    NOTES: Early Chinese development, produces malleable iron for working
                    Cast Iron (400BC)
                    Requires: Blast Furnace,
                    Wrought Iron-Working
                    Required For: Mouldboard Plow
                    NOTES: First known in China: much harder, more brittle than wrought iron

                    Mouldboard Plow 500-200BC)
                    Requires: Cast Iron
                    NOTES: allowed by extensive use of cast iron for tools and parts; Allowed working virgin land, heavy and waterlogged land not possible with lighter plows: Chinese plow used 1 ox to haul plow: European design required 6 -8 oxen MAJOR EFFECTS ON AGRICULTURE & LAND EXPLOITATION

                    Screw Press (600-200BC)
                    NOTES: more efficient processor for wine and oil from grapes, making cloth

                    CITY IMPROVEMENT 530BC):
                    first known city library, in Athens

                    NON-TECHNICAL ADVANCE:
                    Direct Democracy (505BC) (Political)
                    System developed by Cleisthenes of Athens

                    NOTE ON CITY SIZE: (500BC)
                    Babylon reached 1,000,000 population

                    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.
                    One point I think needs to be made is that without even counting the "non-technical" and pre-4000BC stuff, there are
                    35 Advances or Applications Before 500BC!
                    More Tomorrow...

                    Comment


                    • #11
                      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
                      Agriculture
                      Domestication of wheat, rice, barley
                      Domestication
                      Of Dogs, Cattle, Sheep, Goats, Donkey
                      or Ass (Onager)
                      Archery
                      The bow was practically universal in
                      the Stone Age as a hunting weapon
                      Ceremonial Burial
                      Evidence of ceremony in death rituals
                      dates back to Homo Neanderthalsis
                      Metal-Working
                      Specifically, cold copper or low-heat
                      copper working by some cultures, not all
                      Pottery
                      For domestic, local use only.

                      Pre 4000BC Social/Political Advances:
                      City-State (Political)
                      Individual cities self-governing: no
                      government above the city
                      God-King (Political)
                      Egyptian development: control over
                      most of irrigation-valley (Nile) with
                      priests’ support
                      Organized Construction (Social-Economic)
                      Large consruction projects involving
                      organized mass labor on temples, etc
                      Community Trading (Economic)
                      No money, but cities/villages trade
                      with each other for necessities

                      Post-4000BC Advances:
                      (Approximate Historical Chronolgical Order)

                      Potter’s Wheel (3600BC)
                      Requires: Pottery
                      NOTES: Results in pottery for
                      export, trade, economic uses
                      Writing (3700BC)
                      Required For: Bureaucracy
                      NOTES: This is primitive, developed
                      from pictograms
                      Bureaucracy (3500BC)
                      Requires: Writing
                      NOTES: Administrative class in Egypt chosen by merit, education, favoritism
                      Bronze-Working (3500-2800BC)
                      Requires: Metal-Working
                      Required For: Iron-Working
                      NOTES: First bronze not much better than copper: took 700 years to perfect
                      Wheel (3500-2900BC)
                      Requires: Domestication, Pottery
                      Required For: Carts
                      NOTES: These are solid wheels, very cumbersome and slow
                      Stone-Working/Masonry (3200BC)
                      Requires: Metal-Working, Pottery
                      NOTES: Specifically, use of stone for buildings instead of wood or mud-brick
                      Irrigation (3100BC)
                      NOTES: large scale irrigation projects under King Menes in Egypt
                      Olive Domestication (3100BC)
                      Required For: Oil Trade
                      NOTES: Oilive Oil was a major trade item in the Med until 500AD+
                      Ship-Building (3000BC)
                      Requires: Metal-Working, Writing
                      NOTES: Shore-hugging types: square sail, paddles, fragile hulls, no keel
                      Pottery Kiln (3000BC)
                      Requires: Pottery, Potter’s Wheel
                      NOTES: Allows Fired brick as well as Glazed (export) pottery
                      Silk Cultivation (3000-2650BC)
                      Requires: Domestication, Irrigation
                      Required For: Silk Trade
                      NOTES: Big Bucks in Silk Trade
                      Tea Cultivation (3000-1000BC)
                      Required For: Tea Trade
                      Harbor (2900-2700BC)
                      Requires: Masonry
                      NOTES: First artificial Harbors of brick or stone
                      Animal-Powered Plow (2500BC)
                      Requires: Domestication,
                      Metal-Working
                      NOTES: First Ox-drawn plows, in Egypt

                      WONDER: Pyramids of Egypt
                      Historical Effects:
                      Major large project control, glorification, later tourist attraction

                      Canal-Building (2400BC)
                      Requires: Irrigation, Metal-Working
                      NOTES: earliest navigation canal between Tigris & Euphrates Rivers
                      Spoked Wheels (2350-2000BC)
                      Required For: Chariot
                      Code of Laws (2300-1900BC)
                      Requires: Writing
                      NOTES: First code in 2300, Hammurabi’s publicly-published Code in 1900BC

                      Mediterranean Trade Goods: 2250BC
                      Ivory, Silver, Copper, Gold, Timber, Granite, Dates

                      Road Building (2100BC)
                      Requires: Metal-Working, Bureaucracy
                      Required For: Trade
                      NOTES: First working road network in Ur-Nammu of Mesopotamia
                      Ocean-Faring Catamarans (2000BC)
                      NOTES: Malayans had Fore & Aft Sails, Catamaran hulls, by 1000BC were traveling across the Indian and Pacific Oceans to settle Madagascar and Melanasia, long before open-ocean vessels available to anyone else. This kind of Isolated One of a Kind set of Advances will be very hard if not impossible to put in the game, I think.
                      Alphabet (1700-800BC)
                      Requires: Writing
                      Required For: Literacy
                      NOTES: Development of the full alphabet with vowels took almost 1000 years

                      WONDER: Stonehenge Astronomical Calendar
                      Historical Effects:
                      Religious, possibly Seasonal Timing

                      Pulley (1500BC)
                      Requires: Metal-Working
                      Required For: Improved Rigging
                      NOTES: Simple pulley only, not compound, used in water raising, rigging
                      Beam Press (1500BC)
                      Required For: Commerical wine &
                      oil trade
                      NOTES: for processing grapes, olives, etc into oil and wine
                      Wrought Iron Working (1500-1400BC)
                      Requires: Bronze-Working
                      NOTES: Using charcoal fires, tempering: wrought iron only
                      Vertical Loom (1500BC)
                      Required For: textile/cloth trade
                      NOTES: Allows larger and more
                      uniform cloth-making
                      Glass Containers (1500-200BC)
                      NOTES: early glass bottles, then
                      mold-formed by 200BC
                      Stone Dams (1300BC)
                      NOTES: For irrigation, could be Advanced Masonry?

                      Mediterranean Trade Goods: 1300BC
                      Ivory, Silver, Copper, Gold, Timber, Tin, Iron, Resins, Linen, Papyrus, Glass & Glass Beads (Faience), Amber

                      Horseback Riding (1100BC)
                      Requires: Domestication
                      Required For: Horsemen,Cavalry
                      NOTES: No saddles or stirrups, but
                      careful breeding already
                      Improved Ships (1100-1000BC)
                      Requires: Ship-Building
                      NOTES: Phoenician oared ships with stempost, sternpost, rib skeleton, oars instead of paddles, but still not open-ocean capable
                      Seige Engines (875-850BC)
                      Requires: Wrought Iron-Working
                      NOTES: Assyrian Belfries, Seige
                      Towers, Rams, etc - no catapults

                      Mediterranean Trade Goods: 825BC
                      Ivory, Silver, Copper, Gold, Timber, Tin, Resins, Linen, Papyrus, Glass & Glass Beads (Faience), Amber, Textiles, Spices

                      NON-TECHNICAL ADVANCE:
                      Militarism (800BC) (Political-Social)
                      The Spartan Social Order: State-sponsored military skills and attitudes

                      Trireme (700BC)
                      Requires: Improved Ships
                      NOTES: The fastest ancient oared
                      warship, but 0 cargo capacity
                      NON-TECHNICAL ADVANCES:
                      Imperial Control (745BC) (Political)
                      The Assyrians put their own governors in conquered cities and incorporate them into their own political organization instead of just leveling them and going home

                      Market Economy (700BC) (Economic)
                      Individuals start trading on their own, coincidental with the Agora, or town market

                      Buddhism (600BC) (Religious)
                      Gautama starts teaching, modifying Hinduism about this time

                      Zoroastrianism (600BC) (Religion)
                      Persian religious leader: duality of Good/Bad in religion, form of Monotheism

                      WONDER: Hanging Gardens of Babylon
                      Historical Effects:
                      glorification, city sentiment, beautification

                      Centralized City Sewer Drains (600BC)
                      Requires: Masonry
                      NOTES: Cloaca Maxima built in Rome: earlier less elaborate sewer systems in
                      2500BC in Mesopotamia
                      Coinage (550BC)
                      Requires: Metal-Working,
                      Bronze-Working
                      Required For: improved Trade
                      NOTES: Stamped metal gold & silver coins in Lydia- a commercial empire
                      Blast Furnace (400BC-31AD)
                      Requires: Wrought Iron Working,
                      Pottery Kiln
                      Required For: Cast Iron
                      NOTES: Early Chinese development, produces malleable iron for working
                      Cast Iron (400BC)
                      Requires: Blast Furnace,
                      Wrought Iron-Working
                      Required For: Mouldboard Plow
                      NOTES: First known in China: much harder, more brittle than wrought iron

                      Mouldboard Plow 500-200BC)
                      Requires: Cast Iron
                      NOTES: allowed by extensive use of cast iron for tools and parts; Allowed working virgin land, heavy and waterlogged land not possible with lighter plows: Chinese plow used 1 ox to haul plow: European design required 6 -8 oxen MAJOR EFFECTS ON AGRICULTURE & LAND EXPLOITATION

                      Screw Press (600-200BC)
                      NOTES: more efficient processor for wine and oil from grapes, making cloth

                      CITY IMPROVEMENT 530BC):
                      first known city library, in Athens

                      NON-TECHNICAL ADVANCE:
                      Direct Democracy (505BC) (Political)
                      System developed by Cleisthenes of Athens

                      NOTE ON CITY SIZE: (500BC)
                      Babylon reached 1,000,000 population

                      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.
                      One point I think needs to be made is that without even counting the "non-technical" and pre-4000BC stuff, there are
                      35 Advances or Applications Before 500BC!
                      More Tomorrow...

                      Comment


                      • #12
                        Not to be mean, Didorius, but have you ever played Civ? I mean, your list is impressive, but how does it relate to CivIII?

                        Comment


                        • #13
                          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


                          Comment


                          • #14
                            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:
                            Federation of City States (447BC) (Political)
                            Boetian cities in Greece joined in Federation with central leader and representatives: First government above the individual city not imposed from the outside

                            Mediterranean Trade Goods: 375BC
                            Ivory, Silver, Copper, Gold, Timber, Tin, Resins, Linen, Papyrus, Glass, Amber, Textiles, Spices, Wool, Wine, Pottery

                            Breast Strap Harness (400-300BC)
                            Required For: Collar Harness
                            NOTES: Improved horse harness, used in China

                            WONDER: Mausoleum of Halicarnassus
                            Historical Effects:
                            glorification, religious

                            CITY IMPROVEMENT: First University (335BC) Aristotle’s Lyceum at Athens: multiple studies, large faculty and library
                            Mechanics (320BC)
                            NOTES: Strato’s Book, first mention of multiple pulley blocks, gear wheels, mechanical advantage machinery for all kinds of work
                            Permanent Roads (312-200BC)
                            Requires: Masonry
                            Required For: extended City Radius
                            NOTES: Rome’s first “highways”: paved, graded and maintained road surfaces
                            Crossbow (300BC)
                            NOTES: first individual crossbows in China

                            WONDER: (285BC) Pharos, of Lighthouse at Alexandria
                            Historical Effects:
                            improved navigation & trade
                            WONDER: (280BC) Colossus of Rhodes by Chares
                            Historical Effects:
                            glorification, improved casting techniques
                            CITY IMPROVEMENT?: First Public Zoo (285-250BC) established as part of the Alexandria
                            Library complex
                            Archmedes’ Screw (240BC)
                            NOTES: Archimedes’ mechanical advantage instruments: screws, gears

                            WONDER: (220-210BC) Great Wall of China
                            Historical Effects:
                            improved defense, comunication

                            Horizontal Waterwheel (200BC)
                            NOTES: Invented in Armenia: first use of non-animal power to do human work
                            APPLICATIONS: By 20-31AD Chinese using water-powered Trip Hammers and Bellows for working metal, by 200AD Romans using multiple wheels to power large grain milling factories
                            Concrete (200BC)
                            NOTES: Developed by the Romans for construction and architecture
                            Crop Rotation (200BC)
                            Required For: better farm yields
                            NOTES: 3-crop rotation used by Greeks and Romans
                            Steel (200BC)
                            Requires: Cast Iron
                            NOTES: Made in China by treating
                            molten cast iron
                            Hourglass Mill (200-150BC)
                            NOTES: Invented by Romans, could be powered by water or animal power for large- scale milling of grain - production for export
                            Naval Flamethrower (190BC)
                            NOTES: Invented by Rhodian Admiral
                            Collar Harness (150-100BC)
                            Requires: Breast Strap Harness
                            NOTES: Modern-type horse harness, invented in China
                            COMPARISON: Throat & Girth harness = 2 horses can pull 1000 lbs
                            Collar harness= 1 horse can pull 3000 lbs

                            Mediterranean Trade Goods: 145BC
                            Ivory, Silver, Copper, Gold, Timber, Tin, Resins, Linen, Papyrus, Glass, Amber, Textiles, Spices, Wool, Wine, Pottery, Iron, Oil, Metalwork, Wheat

                            Paper (140BC-100AD)
                            NOTES: Invented in China, not perfected for writing until 50 - 200AD
                            Astrolabe (130BC)
                            Requires: Mechanics, Astrology
                            Required For: Navigation?
                            NOTES: invented in Alexandria, first scientific instrument for star altitude,
                            time, and latitude - used for Astrology!
                            Trigonometry (130BC)
                            Requires: Basic Mathematics
                            Required For: Navigation,
                            Advanced Architecture
                            NOTES: Invented by Hipparchus
                            Improved Rice (100BC-100AD)
                            NOTES: new seeds in SE Asia, allowed 2 crops per year:big increase in food supply
                            Wooden Barrel (100BC)
                            NOTES: Invented in Germany (Barbarians!):much less wastage in shipping bulk goods and liquids
                            ALTERNATE TECH TREE?
                            Steam Engine (100BC)
                            NOTES: Heron’s primitive engine in Alexandria: but it had a condenser and rotary
                            motion, and could have led to great things
                            Lateen Sail (100BC)
                            NOTES: Triangular sails first by Chinese at approx this date, by Romans in 100AD, but not on large sea-going vessels until about 700AD
                            Astronomical Calculator (87BC)
                            Requires: Astrolabe?
                            Required For: Advanced Navigation?
                            NOTES: Calculator for automatic astronomical observations for navigation,
                            manufactured in Rhodes: includes earliest Differential Gearing
                            Multiple Seed Drill (85BC)
                            Required For: Advanced Agriculture
                            NOTES: Multi-Tube Seed Drill in China: 10 to 30 times more efficient use of seed grain for harvest yields over traditional sowing.
                            Rotary Winnowing Fan (40BC)
                            NOTES: invented by Chineserovides 30x increase in winnowing grains over
                            methods used in West until 1700AD
                            Glass-Blowing (50-100AD)
                            NOTES: Invented in Syria, more efficient, cheaper glass vessels and windows
                            Wheelbarrow (231AD)
                            Requires: Wheel
                            NOTES: invented in China; one man could carry up to 1000 lbs
                            Porcelain (300 - 1200AD
                            Requires: Pottery Kiln
                            Required For: Trade Goods
                            NOTES: First primitive fired kaolin clay vessels 2-300 AD, mass production porcelain by 1000AD, advanced decorating techniques by 1200AD - Major item of luxury trade
                            Stirrup (330AD)
                            Requires: Horsemen
                            Required For: Knights
                            NOTES: Metal stirrup first mentioned in China: allows couched lance charge
                            CITY IMPROVEMENT: First Public Hospital by St Basil of Caesarea in Cappadocia

                            Paddlewheel River Boats (418 - 1203AD)
                            NOTES: Chinese invented these, with men on treadmills inside for power. By 497AD building them for long-range river travel, by 1200AD had iron-armored war types on rivers

                            Mediterranean-European Trade Goods: 528AD
                            Slaves, Wool, Wine, Timber, Silver, Furs, (Olive) Oil, Iron, Copper, Linen, Papyrus, Wheat, Spices, Cotton, Silk
                            Overland Silk route to China now open; Open Ocean route to India open for spices

                            WONDER: (532AD) Dome of Saint Sophia (Hagia Sophia) Cathedral in Constantinople
                            Historical Effects: Religious
                            WONDER: (620AD) Yuwen Khan’s Grand Canal completed in China: 1100 miles long
                            Historical Effects:
                            Improved transportation, trade, cohesive Imperial communications

                            Magnetic Compass (605 - 1290AD)
                            NOTES: Primitive types by Arabs in 600s, mounted in Chinese ships by 850AD, spread to Europe and perfected by adding the Compass Card in 1290AD
                            Segmented Arch Bridge (610AD)
                            NOTES: built in China: more efficient, longer-lasting bridging
                            Woodblock Printing (600-700AD)
                            NOTES: First in China: used to print money, art, cards, later newspapers

                            WONDER: (600-700AD) Polders: Land from the Sea: Dutch start reclaiming land
                            Historical Effects: Increased fertile farmland, better pumping technology

                            CITY IMPROVEMENT? (640AD) First Astronomical Observatory (but without telescopes) in Ching-Chow, Korea

                            Greek Fire (673AD)
                            NOTES: Invented by Kallinikos: tube-launched shipboard weapon
                            Reduction Furnace (700-900AD)
                            Required For: Large Scale iron working
                            NOTES: First large iron-smelting works, allows iron ingots larger than 50-100 lbs each
                            Waterclock (725-1092AD)
                            Requires: Mechanics
                            NOTES: Built in China with Escapements, sophisticated metal-working

                            Middle Eastern-European Trade Goods: 737AD
                            Slaves, Wool, Wine, Timber, Silver, Furs, (Olive) Oil, Iron, Copper, Linen, Papyrus, Wheat, Spices, Cotton, Silk, Ivory, Sugar

                            WONDER? (1092AD) Su Sung’s “Cosmic Engine” or Great Clock of Kaifeng
                            Historical Effects: Demonstrated sophisticated calculation and mechanism

                            Paper Money (812 - 1023AD)
                            Requires: Paper-Making,
                            WoodBlock Printing
                            Required For: Economics?
                            NOTES: First printed paper drafts on bank deposits in 812, by 1023 government-issued paper money in fixed denominations, all in China
                            Rotary Grindstone (834AD)
                            NOTES: More efficient working of tools and weapons
                            Gunpowder (850-1248AD)
                            Requires: Alchemy?, Medicine
                            NOTES: First actual mention of the compound was as early as 650AD, but it was used then as a medicine! 850AD is first mention (in China) of use as an explosive.970AD is the first depiction of a primitive weapon: the “fire lance”, more of a flame-thrower than a gun, and rockets. Between 1000-1221AD Chinese had thrown or catapulted gunpowder bombs. In 1248 the first definite cannon are mentioned, used by the Moslems at Seville
                            Ocean-going Longship (875AD)
                            Required For: Cog
                            NOTES: Longship with Keelson for mast, clinker-built hull, strakes: true ocean-going ship, but not much cargo capacity, couldn’t stay at sea long.
                            Agricultural Revolution (900-1000AD)
                            NOTES: Combination of open field argriculture, heavy plow, horse harness, crop
                            rotation, fallow land farming all came together in Europe to increase crop yields,
                            BUT most of the separate Advances were made earlier in China
                            Pound Lock (984AD)
                            Requires: Canals
                            Required For: Advanced Canals
                            NOTES: This is the modern canal lock, with two gates and pumps to change the water level, invented in China by Ch’iao Wei-Yo
                            Stone Keep (1000AD)
                            Required For: Fuedalism?
                            NOTES: The classic Castle, developed in Europe from the Motte & Bailey castle of 700 to 800AD, made the semi-anarchic Fuedal Barons possible in Europe
                            Coffee Production (1000-1500AD)
                            Requires: Coffee Plants
                            Required For: Coffee Trade
                            NOTES: Coffee first prescribed as a medicine by Arabs around1000AD, by 1400 it was a ‘recreational’ beverage, by 1500 bean roasters were being used in the modern
                            fashion: coffee became a major Fad in Europe
                            Power Machinery (1000-1100AD)
                            Requires: Gearing, Mechanics
                            Required For: Factories
                            NOTES: In Europe, a vast expansion of water and wind mills driving all kinds of
                            machinery for milling, cutting timber, working metal, processing cloth.
                            Textile Factories (700-1010AD)
                            Required For: Power Machinery
                            NOTES: First collections of textile workers were Moslem Tiraz factories in 700, but system perfected in Flanders by 1010AD: mass-produced wool cloth by hundreds of workers on hand equipment, first manufactured mass-market Trade Goods
                            Instruments of Credit (1100AD)
                            Requires: Banking
                            Required For: Economics?
                            NOTES: First use of Credit to transfer funds long distances for “remote control” business overseas - first in Italy

                            CITY IMPROVEMENT? (1044AD) First Military Academy established to train officers in Wu Chang, China

                            Cog (1100-1220AD)
                            Requires: Longship
                            Required For: Carrack
                            NOTES: ship development with deep keel, round bottom, single sail: open ocean
                            capability, 4 - 6 times the capacity of earlier sailing vessels with same crew: had high castles fore and aft, was first ship with both good cargo & combat ability
                            Spinning Wheel (1100-1280AD)
                            NOTES: Invented in China, spread to Europe in less than 150 years, resulted in an
                            increase in thread production 200 times faster than old methods
                            Cathedral (1135AD)
                            NOTES:The first complete Gothic Cathedral, built by Abbot Suger of St. Denis
                            (University) (1150AD)
                            NOTES: This is the traditional date for the ‘modern’ multi-educational secular higher education estabishments, first at Paris, Bologna, and Oxford
                            Vertical Windmill (1180AD)
                            Requires: Gearing, Mechanism
                            Required For: Better Production
                            & Agriculture
                            NOTES: First appears in East Anglia: more application of non-animal power to work
                            Trebuchet (1180-1220AD)
                            NOTES: New and massive seige engine/catapult perfected in Europe

                            Middle Eastern-European Trade Goods: 1212AD
                            Slaves, Wool, Wine, Timber, Silver, Furs, Iron, Linen, Paper, Wheat, Spices, Cotton, Silk, Ivory, Sugar, Tin, Alum, Woolens (cloth), Cod, Herring, Coal
                            NOTE: The Cog made long-distance Trade in bulk, cheap goods like cod, coal, textiles and herring profitable for first time

                            Mechanical Clock (1275-1364AD)
                            Requires: Gearing, Mechanics,
                            WaterClock, Cathedral
                            Required For: Power Machinery,
                            Industrial Revolution
                            NOTES: First invented by European monks to time prayers, prerequisite for timed
                            production in later factories
                            Eyeglasses (1285-1451AD)
                            Requires: Glass-Blowing?
                            Required For: Astronomy, Telescopes
                            NOTES: eyeglasses for correcting farsightedness by Salvino degli Armati in 1285, perfected for correcting nearsightedness by 1451.
                            Bombard (1326AD)
                            Requires: Gunpowder, Cast Iron
                            Required For: Cannon
                            NOTES; The first metal artillery firing iron cannon balls: the ruin of castles and ancient-type city walls, but very hard to move, not so useful on a battlefield
                            APPLICATION: (1339AD) The first Gun-Carrying Ship: the English Cog “Christopher” with iron guns mounted

                            Middle Eastern-European Trade Goods: 1346AD
                            Slaves, Wool, Wine, Timber, Silver, Furs, Iron, Linen, Paper, Wheat, Spices, Cotton, Silk, Ivory, Sugar, Tin, Alum, Woolens (cloth), Cod, Herring, Coal, Rye, Copper, Wax, Hides

                            Drawn Wire (1410-1563AD)
                            Requires: Reduction Furnace,
                            Powered Machinery
                            NOTES: First drawn wire in 1410, complete mills to produce it by 1563AD
                            Carrack (1420AD)
                            Requires: Cog
                            Required For: Age of Exploration
                            NOTES: Ship Development: 3-masted vessel, double the capacity of the cog, could stay at sea much longer: cost of bulk transport dropped, long-distance trade in bulk goods now profitable, Europeans could make world-wide voyages
                            Corned Gunpowder (1425AD)
                            Requires: Gunpowder, Power Machinery
                            Required For: All advanced firearms
                            NOTES: Early gunpowder was a powder. Corned powder was processed into granules,
                            much more reliable and easier to store
                            Printing Press (1451AD)
                            Requires: Cast Iron, Literacy
                            NOTES: Gutenberg’s device combined moveable type, the Screw Press, and ink
                            technology. Main point was that it allowed mass-produced Books for the first time
                            Arquebus (1525AD)
                            Requires: Corned Gunpowder
                            Required For: Musket
                            NOTES: First efficient individual firearm, from Spain: the Death of Knights

                            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!


                            Comment


                            • #15
                              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.
                              2. Conquest is too easy early and late, too hard in the middle.
                              3. The AIs military planning is very bad.
                              4. The war aspect of the game is too heavily weighted toward the army. Esp. late in the game, navies and the air force don't have anything like the importance they do in real life. And, fixing this problem would add to strategic options.

                              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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