Below I have pasted all the letters I sent to Harlan and Charles (Diodorus) rearding the development of the Medieval Mod II technology tree. As you can tell from the size of the slider to the right, it is quite a long list, a testament to the amount of work and thought that went into the tech tree. I also hope that you are equally impressed with the depth of historical knowledge displayed by these two men. I considered myself a bit of a historical buff until I started working with these two. Then I realized that I didn't know beans about most things compared to them. It has been both a mental challenge coming up with the tree and an opportunity to increase my historical knowledge, which are both things I enjoy. I also enjoy conversing with people who are very knowledgeable about a subject with which I share their enthusiasm.
Coming up with this new tech tree has been like a two-week-long brain teaser. Every time I thought I had something "good enough", Harlan would come in and pick it apart. Sometimes my initial reaction was to get irritated, but he always knew what he was talking about, and I usually had to admit that he was right and that I could do it better than I thought I could before. I feel like an athlete that has undergone a rigorous training program to prepare him for the big game. This tech tree is steps above what was in the Med mod I, and I think it is something that we can all three be proud of. Some of the cross-category linking that I ultimately decide on might not be historically accurate, because I will put gameflow and especially unit-flow first. However, the in-category progression seems right all the way through, so surely it can't end up too bad.
Chronology start
----- Original Message -----
From: Charles Sharp
To: Wes Whitaker ; Harlan Thompson
Sent: Sunday, December 31, 2000 12:48 AM
Subject: Re: Med mod II advances
Wes & Harlan:
First, Harlan, I'm sorry I didn't email you back last night. I posted a note to everyone that I'd be really busy this weekend, but should have emailed you direct also.
Harlan, here is my list of proposed additional Advances. This is pretty near complete up to early modern, but depending on how many modern and future units, improvements, wonder, etc get added I may have to add some more to the late game. I parentheses next to the advance is my take on what units (U , Wonders (W or governments (G the advances will enable.
Domestication (U: Slinger)*
Joinery (U: LongShip)
Naval Architecture (U: Ship of the Line)
Warrior Spirit (U: Warrior)
Tactics (U: Hoplite)*
Mechanical Lock (U: Musketeer)
Conscription (U: Rifleman, W: Great General Staff))
City State (G: City State)
Epic Poetry (U: Swordsman)
Astronomy (W: Stonehenge)*
Aristocracy (U: Heavy Cavalry, Noble)
Wheel (U: Chariot)*
Stirrup (U: Horse Archer)*
Radio (U: Self-Propelled Artillery)*
Steam Power (U: Ironclad)
Citizenship (U: Legion)
Republic (G: Republic)*
Operational Art (U: Paratrooper)
International Law (U: Privateer)
Elephant Training (U: War Elephant)*
Absolutism (W: Versailles, U: Dragoons)
Magnetism*
Husbandry (U: Cavalry)
Deep Battle Tactics (U: Mech Infantry), Dive Bomber)
I've marked (*) the ones you already show graphics for, Harlan, or that are already in other scenarios or CtP I. In addition, I suspect Firearms could be used for Mechanical Lock and Seafaring used for Joinery (advanced woodworking), and maybe Imperialism for Absolutism. You be the judge, which is why I included the proposed units, etc. I agree that the "soft" advances are hardest to graphic: Operational Art and Deep Battle for instance, are both 20th century military thought processes, and aside from a map with arrows on it, I'm not sur e how I'd show them graphically. Likewise Warrior Spirit and Citizenship, two soft ancient Advances...
Charles Sharp
aka Diodorus Sicilus
Thanks for the list, Charles. This will work fine for my needs right now. I will compare this to the techs in the Med mod 4, which I spent many days on, and try and come up with a tech chart that accommodates all the new units and generally improves the game.
I have converted the spreadsheets to text for you. They look great on notepad+, so I hope that they will convert well enough for you to make sense of them.
Wes
----- Original Message -----
From: "Harlan Thompson" <harlant@earthlink.net>
To: "Wes Whitaker" <WesW@hiwaay.net>
Cc: <ccsfort@earthlink.net>
Sent: Sunday, December 31, 2000 4:54 PM
Subject: Re: Med mod II advances
> At 03:49 PM 12/31/00 -0600, you wrote:
> >Yeah, go ahead and send me the big zip, along with your thoughts on the tech tree. Send the thoughts first, so I can look at them while the zip is downloading.
Wes
> >
> Wes,
> I'm continuing part 2 of my tech plan, which is to convert the tech
> backgrounds for techs that belong in the Medieval or Modern era. In so
> doing, I've discovered so many existing tech pictures I'm unhappy with.
> Graphically, they're all fine, but the one thing that really bothers me is how the same image is recycled over and over. For instance, use the unit
> image for the tech image too. The Pyramid found on the dollar bill is reused so many times in wonders, buildings, and techs, its not even funny. Admittedly recolored and at different angles, but still. So as long as I've converting, I'm finding some better images. One great book I've found is called "The Future", a children's book full of photos of prototypes of future inventions. I'm gonna add some of those.
> But that leads me to another big issue, which is the future. First off, how far into the future will your mod go? It seems CTP2 uses a lot of padding (but not nearly as much as CTP1 with the absurd 3000 AD) to get to the final year. I was glacing through the GL, and its funny how many techs the describe as being started early in the 20th century, but then one thing or another prevents the completion until late 20th century, or the 21st.
>
> Also, what's the deal with the Genetic and Diamond ages? If you look at the techs, there seems to be little rhyme or reason which background is given to what. Some things already long invented, like Supersonic Flight, are classified as Genetic Age. Other stuff that's right around the corner goes straight to the Diamond Age. What's your stance on when the Modern age and Genetic age ends, and the game ends? Personally, I think ending the scenario at 2100 would be good, and remove the padding. Then maybe 2000 to 2050 for Genetic, and 2050 to 2100 for Diamond.
>
> Furthermore, I figured out why there were two extra city styles. The two I grabbed were in the Concepts section under their appropriate time periods, even though they weren't used as the backgrounds for such in the tech section. They WERE used for those ages in the building section, though, which has entirely different background graphics. Now, my plan is to get rid of building background graphics altogether, and use the full space to show the building. So any of those are free game for the tech backgrounds. There is another ancient one, but I don't like it much. There is a good computer one that could be used. Maybe to divide the Modern Age into two, or get rid of the Diamond Age and have a Computer age then Genetic age for the 21st century.
>
> Let me know what you think. I've been holding off on doing techs in this time period until this gets straightened out.
>
> Another idea: post a new thread on the Creation forums, saying you're working on the tech tree, and ask for input. Perhaps some good tech trees and ideas will come out of the woodwork.
> Here's a list of all the techs I have done right now. I have some more new ones to do, but they're all modern and future I believe. * means the tech already is in CTP1, but I'm moving it to another era or giving it a new look.
>
> Agro-industry
> Alchemy * (Medieval)
> Alphabet
> Anatomy
> Archery
> Armor (medieval)
> Astrolabe
> Astronomy
> Automobile
> Atomic Theory
> Biology
> Capitalism
> Cartography
> Civil Service
> Classical Education * (Medieval)
> Compass
> Conscription
> Contraception
> Crop Rotation
> Crossbow
> Currency
> Domestication
> Electrification
> Elephant Training *
> Engineering
> Espionage
> Fascism * (Modern)
> Firearms
> Gear Cutting Machinery
> Guerrilla Warfare
> Immunization
> Imperialism
> Jet Engine * (Modern)
> Labor Union
> Laser
> Literacy
> Machine Gun
> Machine Tools
> Magnetism
> Mathematics
> Mechanical Clock
> Mechanical Power
> Medicine
> Microchip
> Mining
> Navigation / Chronometer
> Paper
> Paper Money (to replace Banking)
> Perspective
> Photography
> Plastics
> Plough (to replace Agriculture)
> Pottery
> Radio
> Refrigeration
> Republic
> Rocketry
> Sanitation
> Satellites
> Seafaring
> Solar Energy
> Steam Engine
> Steel
> Stirrup
> Superconductor
> Tactics (ancient)
> Telegraph
> Telephone
> Television
> Wheel
> The Vacuum
> Zero G Industry
>
> Here's some thoughts on adding these. First, I would get rid of the already existing Concrete and Agricultural Revolution. Conrete just isn't that important. It was used by the Romans for several hundred years, but
then it was forgotten until the 1700s.
>
> The Agricultural Revolution is some kind of freaky Frankenstein tech. If you read the historical text in the GL, it covers inventions done from around 0 BC to 1800 AD! They can't make up their mind which revolution
they're talking about. It would be better to do it this way. Add Crop Rotation, Mechanical Power and Agro-industry instead. Crop Rotation marks the biggest change in the Middle Ages, and would give the Advanced Farms,
basically replacing the current Agricultural Revolution in the tree.
Mechanical Power would cover the invention of windmill and water mill (the first significant use of mechanical energy instead of animal and human
power), and give the Mill building. It wouldn't be tied to advances in Agriculture, cos historically they came hundreds of years apart from each other. Then Agro-industry would cover the big advances in agriculture in the 1800s and early 1900s, with the thresher, combine harvester, petrol based fertilizers and so on, and would give the third food tile
improvement.
>
Agriculture, Toolmaking, Religion and Banking I would all rename. The first three because they were all things invented at least 10,000 years BC, probably even earlier. Agriculture should become the Plough instead, which was invented around 3000 BC. Religion should become Organized Religion, which also fits the time period better. Not sure what to replace Toolmaking, but people were making tools over 100,000 years ago. Banking should still give the Bank, but be called Paper Money instead. Plain ol' banks existed since way back in the BCs, but the thing CTP2 really means was brought on in the Middle Ages (first by the Chinese and Islamic world) by the invention of paper money. That allowed loaning and credit and all
> that kind of stuff to take off, the meat and potatoes of banking.
> So those are the changes I would make in the existing CTP2 techs, just talking about name and inclusion, not about location and linking. I'll wait to see what you do with that first.
I gotta run, more thoughts on which of the extra techs to include in the not too distant. Let me know what you think about the ages and possibly using the building backgrounds.
>
> Harlan
>
As far as which techs belong in which age, that all depends upon how many ages you are going to have, and what they are going to be. I think this decides the seemingly random choices found in the game. I would base the ages upon the unit progression. For units, I am going to have 7 ages, temporarily named Bronze, Iron, Medieval, Renaissance, Modern, Genetic and
Diamond. Depending on your definition of Modern, you could change things around. You could insert Industrial, delete Diamond, and shift Modern and
Genetic into the future one age. I can work with it either way. Whatever the 5th age is, it will have the W.W.II-era units, so that is what I would keep
in mind. Actually, this use of Industrial-Modern-Genetic for the final three ages would probably be a better fit as far as air and naval units than the
current setup.
I would like to have a background for each age, whatever it is. As far as I know, the Iron Age is still needed. Pick whatever you feel is right for that
time period. I can call the age something else if needed.
A definition of when ages begin and what advances belong in which is largely decided by how you define the ages and which ones you decide to include. I
plan to add about 3 dozen advances to the current game, and see if we can get away with that and not have to add more. This is because I don't want to
overload the game like I did in Ctp1. Just glancing at the current tech chart, the new techs will probably be spread out fairly evenly over the 7 unit eras. Bear in mind that this 3 dozen doesn't include re-named techs.
I am glad that you have been letting me know what you have found. What I have laid out above is about all I can think of to give you as far as a guideline. You are the one who is familiar with that is available and what can be done, so I trust you to make the final decision on which backgrounds to use for the eras. If I decide to include a tech, and put it in a different era than you have it in, I can always let you know and let you stick the one I want onto it.
It will be about a week before I need to have the graphics ready for posting with the beta, so don't feel too rushed about this.
Wes
For this next segment, the lines with 2 ">>" are originally my replies to a letter Harlan sent me. The lines with 1 ">" are his replies to my reply. The lines with no ">" are my words again. Got that?
>>For units, I am going to have 7 ages, temporarily named Bronze, Iron, Medieval, Renaissance, Modern, Genetic and Diamond.
> Duuuude! This Bronze and Iron thing is gonna be a pain. I'll try to see if I can figure out what to do about a background for that. What is the need for this division, and what does Iron begin (aside from the Iron
Working tech!).If I think it terms of Ancient and Classical, it makes more sense to me, the metal thing works better for units I think but not across the board.
I said they were temporary. Their names are based upon the weapons of their respective ages. If Ancient and Classical works better for you, then so be it.
>>I can call the age something else if needed.
>>
>>I plan to add about 3 dozen advances to the current game, and see if we can get away with that and not have to add more. This is because I don't want to overload the game like I did in Ctp1.
> Do you know how many extra techs CTP2 will handle- can it handle 3 dozen? Wasn't there a problem with this in CTP1?
I don't know how many it can handle. Ctp1 seemed to handle 30 or so just fine, but the 2 dozen I added in the 4.0 version seemed to bog it down.
>
>Yeah, it shouldn't be terribly difficult to change the eras. As you know, I'm saving the image before I add the background, as well as saving with the background. One problem though for a picky person like me is that some backgrounds are light and some dark, so moving from a dark to light can be hard, cos I'll have tweaked with the image to make it light to stand out from a dark background or vice versa.
I will try and decide on the advances next, then. I have just now made the thread in the creation section, and it usually takes a few days to debate these things. Using the Med 4, your list below and Charles' list from last night, I should be able to decide upon most of them fairly quickly.
>I'd still like to know how far you want to go into the future- 2100, 2200 or what. And what did you think about my comments on Concrete and Agricultural Revolution?
Sorry I forgot about this section. Your comments on Concrete, Ag Rev. and proposed substitutes make perfect
sense to me. Consider them in.
Right now I plan on using the current end date. The years would go approximately 1800 to 2000, 2000 to 2150, and 2150 to 2300 for the last three ages. We can fiddle with this once we get everything else set,
adjusting years per turn until the units' age of supremecy is what we want. How about going Industrial-Genetic-Diamond, using the years specified above?
I mean, what exactly does "Modern" mean, other than present-day?
>
>Some of the techs used in Med Mod 4 I hope you don't use this time, cos they're too culturally based. Monotheism and Polytheism- I've heard people
get upset with Civ2 that this implies certain kinds of religions are more advanced than others, and I think that criticism is legitimate. Shintoism for instance doesn't fall into either category but is more animist, and the Japanese seem to get on fine with that. If you want more religious techs, there are other things to do, like a Religious Orders tech (just off the top of my head), which all religions pretty much had.
No problem leaving them out. Most religions which did evolve used this sequence, though.
>
>Chivalry, Arabic Numerals, Gothic Architecture, Vernacular Prose, Classical Arts, Romanticism and Humanism would all fall into that category too of
too culturally based. I'm a fan of the idea that a tech tree shouldn't just be a repeat of the history of Europe and the West, though some of that is inevitable. One thing I'm trying to do with the tech graphics is use more non-European images, especially Chinese, since the Chinese were ahead of the west in technology until about 1400. Some tweaking of some of these techs could make them more widely applicable, if you want to keep the essence. For instance, Classical Arts could become the Performing Arts or Expert Craftmanship or whatever, depending on what you want it for.
These probably wouldn't be a problem to leave out, either, except maybe for Arabic Numerals. I think Arabic numerals are used world-wide, and their introduction to the west ignited the advances in mathematics and cience which led to the domination of Europeans over the rest of the world during the Colonial period.
>
> Furthermore, Oral Traditions and Ceremonial Burial both existed thousands of years before the start of the CTP2 timeframe. There's anthropological evidence for instance that ceremonial burial goes back over 100,000 years. No real need to have them then.
No problem.
>
> Med Mod 4 was also really big on math, with Applied Mathematics, Algebra, Trigonometry, and Calculus. Are all of those necessary?
Well, I guess I am a little biased, being an engineering student. Once I got to reading about the second millenium AD, though, advances in math allowed
about all the other advances made in that time, especially in navigation and the military.
Thanks for your list, and the thought which went into it. It should not be a problem coming up with the list from this.
Wes
>
> Hope you don't mind, just some thoughts on this and that.
> Meanwhile, here are some more thoughts.
>
> Without too much thinking about it, but a quick scan at the list I sent you earlier, here are what I consider techs I'd definitely add if I were the one to decide which ones to add, and had room for about 3 dozen or so.
For the obvious ones I won't explain, but if you want an explanation let me know. For some of the more offbeat ones, I'll explain a bit here.
>
> Agro-industry
> Astronomy
> Compass
> Conscription
> Contraception
> Crop Rotation
> Currency
> Electrification
> Engineering
> Espionage
> Immunization
> Machine Tools
> Magnetism
> Mechanical Clock
> Mechanical Power
> Navigation / Chronometer
> Paper
> Radio
> Refrigeration
> Rocketry
> Sanitation
> Steam Engine
> Steel
> Stirrup
> Television
> Wheel
>
> That adds up to 26, not 3 dozen. The rest of techs to add you'd probably want to fit closer to units, buildings etc to be added. Plus this list doesn't really look at late Modern and future stuff.
>
> Astronomy: the extreme importance of this in ancient societies can hardly be imagined today. New discoveries are only beginning to show how so many societies were obsessed with the sky, since knowing the yearly changing patterns of the stars was vital to the success of agriculture and other things.
>
> Compass: some famous author writing hundreds of years ago called the three most important discoveries ever the compass, gunpowder and printing press. Nuff said.
>
> Contraception and Immunization: essential for the huge population boom that is one of the most important features of modern civilization. The second one helped cause the boom by greatly reducing infant mortality, the first one helps slow it down. I hope you include this population boom more than CTP2 regular does: there were 1 billion people in 1900, there are over 6 billion now!
>
> Electrification: big difference between the discovery of electricty, which was vital for science, and the later actual use of electricity with light bulbs lighting up cities and so on. CTP1 had both, I believe.
>Mechanical Clock: an absolutely vital step on the way to industrialization. Too bad this got cut out of CTP2.
>
> Paper: this is probably the most unusal one on the list, cos not a lot of people realize the importance of this discovery. The thing that really opened my eyes about this was a book called "The 100". Its a list some experts compiled of the 100 most important people in history, the importance being defined as how much they changed history and affected the lives of millions. The top ten of this list is almost all religious figures like Jesus and Mohammed, but I was puzzled to see one Tsai Lun at #5. Turns out he was the inventor of paper. The authors of this book
make a convincing case that this was one of the most important inventions in history, and without it the later printing press and all that followed wouldn't have been possible. Tsai Lun invented paper around 0 AD give or take 100 years (I forget), and according to this book, this one invention was the main thing that propelled China into the technological lead until the Renaissance, allowing both a large bureaucracy and a huge literacy of the general population. Because paper was so much cheaper than alternatives like papyrus, most of the middle and upper classes in China could read since classical times. Needless to say, that allowed invention to speed up. I think the only thing that prevented China from becoming the ones to dominate the world was the conquest of China by the Mongols in the 1300s, which literally killed off half the population, and left them shaken and isolationist for a long time after. (That and the fact that they didn't have an alphabet, which made the natural transition to a printing press very hard to do)
>
> Paper was also essential to the development of Islamic culture. The concept of paper was stolen from the Chinese by the Islamic world around 800 AD, and after that, they experienced a big cultural and technological growth for the next several hundred years, since the average wealthy Islamic person could read and had many books, and the average European
> couldn't even sign their name.
>
> Paper didn't come to Europe until shortly before the printing press, so its effect has largely been masked by the printing press, which is probably why it gets such short shift by historians.
>
> Radio: extremely important in warfare as well, the blitzkreig isn't possible without it.
>
> Steel: by this, I mean Bessemer Steel, in the late 1800s.
>
> If you need an explanation on my thinking on the others, let me know.
>
> Harlan
>>I don't know how many it can handle. Ctp1 seemed to handle 30 or so just fine, but the 2 dozen I added in the 4.0 version seemed to bog it down.
>
>You sure it was that that was slowing things down, and not all the other changes you made?
The slic stuff may have bogged it down some, but I remember a definite change in the amount of time it took to load the mod after adding the last batch of advances.
>
>>Right now I plan on using the current end date. The years would go approximately 1800 to 2000, 2000 to 2150, and 2150 to 2300 for the last three ages. We can fiddle with this once we get everything else set, adjusting years per turn until the units' age of supremecy is what we want. How about going Industrial-Genetic-Diamond, using the years specified
above? I mean, what exactly does "Modern" mean, other than present-day?
>
> If you don't like Modern, than what about Computer Age? I think you gotta end the game at least at 2200 AD. The fact is, we don't have a clue what things will be like even 100 years from now, and there's no way you can continue the pace of new technologies to properly fill in all those years at 1 turn a year.
I have not played the commercial version of the game even into the Renaissance age yet, so I have no idea how things flow in the future ages. If there is a problem we can fix it once we get this other stuff balanced.
>
>I'm sure that's true, but I'm sure too for people with other backgrounds, they know that things in their discipline were absolutely essential too. It takes a lot of pieces to make the puzzle, after all.
I will see how the advances play out, and leave the math ones till last. I have been enjoying the Mississippi State game in the snow on ESPN tonight. I
am an Alabama fan, but went to State for about 3 years.
>
>Sure. Do you have someone who will write the text for these things? Maybe that's something you should start asking for. Myself, I've got too many other things to do.
I will recycle the ones from the Med mod 4 whenever possible. I have said in the past that the mod was worth getting simply to read John's historical gls. He had a real writing gift. After that, I will see who wants to volunteer on the forums.
Wes
>
>Harlan
<font size=1 face=Arial color=444444>[This message has been edited by WesW (edited January 15, 2001).]</font>
Coming up with this new tech tree has been like a two-week-long brain teaser. Every time I thought I had something "good enough", Harlan would come in and pick it apart. Sometimes my initial reaction was to get irritated, but he always knew what he was talking about, and I usually had to admit that he was right and that I could do it better than I thought I could before. I feel like an athlete that has undergone a rigorous training program to prepare him for the big game. This tech tree is steps above what was in the Med mod I, and I think it is something that we can all three be proud of. Some of the cross-category linking that I ultimately decide on might not be historically accurate, because I will put gameflow and especially unit-flow first. However, the in-category progression seems right all the way through, so surely it can't end up too bad.
Chronology start
----- Original Message -----
From: Charles Sharp
To: Wes Whitaker ; Harlan Thompson
Sent: Sunday, December 31, 2000 12:48 AM
Subject: Re: Med mod II advances
Wes & Harlan:
First, Harlan, I'm sorry I didn't email you back last night. I posted a note to everyone that I'd be really busy this weekend, but should have emailed you direct also.
Harlan, here is my list of proposed additional Advances. This is pretty near complete up to early modern, but depending on how many modern and future units, improvements, wonder, etc get added I may have to add some more to the late game. I parentheses next to the advance is my take on what units (U , Wonders (W or governments (G the advances will enable.
Domestication (U: Slinger)*
Joinery (U: LongShip)
Naval Architecture (U: Ship of the Line)
Warrior Spirit (U: Warrior)
Tactics (U: Hoplite)*
Mechanical Lock (U: Musketeer)
Conscription (U: Rifleman, W: Great General Staff))
City State (G: City State)
Epic Poetry (U: Swordsman)
Astronomy (W: Stonehenge)*
Aristocracy (U: Heavy Cavalry, Noble)
Wheel (U: Chariot)*
Stirrup (U: Horse Archer)*
Radio (U: Self-Propelled Artillery)*
Steam Power (U: Ironclad)
Citizenship (U: Legion)
Republic (G: Republic)*
Operational Art (U: Paratrooper)
International Law (U: Privateer)
Elephant Training (U: War Elephant)*
Absolutism (W: Versailles, U: Dragoons)
Magnetism*
Husbandry (U: Cavalry)
Deep Battle Tactics (U: Mech Infantry), Dive Bomber)
I've marked (*) the ones you already show graphics for, Harlan, or that are already in other scenarios or CtP I. In addition, I suspect Firearms could be used for Mechanical Lock and Seafaring used for Joinery (advanced woodworking), and maybe Imperialism for Absolutism. You be the judge, which is why I included the proposed units, etc. I agree that the "soft" advances are hardest to graphic: Operational Art and Deep Battle for instance, are both 20th century military thought processes, and aside from a map with arrows on it, I'm not sur e how I'd show them graphically. Likewise Warrior Spirit and Citizenship, two soft ancient Advances...
Charles Sharp
aka Diodorus Sicilus
Thanks for the list, Charles. This will work fine for my needs right now. I will compare this to the techs in the Med mod 4, which I spent many days on, and try and come up with a tech chart that accommodates all the new units and generally improves the game.
I have converted the spreadsheets to text for you. They look great on notepad+, so I hope that they will convert well enough for you to make sense of them.
Wes
----- Original Message -----
From: "Harlan Thompson" <harlant@earthlink.net>
To: "Wes Whitaker" <WesW@hiwaay.net>
Cc: <ccsfort@earthlink.net>
Sent: Sunday, December 31, 2000 4:54 PM
Subject: Re: Med mod II advances
> At 03:49 PM 12/31/00 -0600, you wrote:
> >Yeah, go ahead and send me the big zip, along with your thoughts on the tech tree. Send the thoughts first, so I can look at them while the zip is downloading.
Wes
> >
> Wes,
> I'm continuing part 2 of my tech plan, which is to convert the tech
> backgrounds for techs that belong in the Medieval or Modern era. In so
> doing, I've discovered so many existing tech pictures I'm unhappy with.
> Graphically, they're all fine, but the one thing that really bothers me is how the same image is recycled over and over. For instance, use the unit
> image for the tech image too. The Pyramid found on the dollar bill is reused so many times in wonders, buildings, and techs, its not even funny. Admittedly recolored and at different angles, but still. So as long as I've converting, I'm finding some better images. One great book I've found is called "The Future", a children's book full of photos of prototypes of future inventions. I'm gonna add some of those.
> But that leads me to another big issue, which is the future. First off, how far into the future will your mod go? It seems CTP2 uses a lot of padding (but not nearly as much as CTP1 with the absurd 3000 AD) to get to the final year. I was glacing through the GL, and its funny how many techs the describe as being started early in the 20th century, but then one thing or another prevents the completion until late 20th century, or the 21st.
>
> Also, what's the deal with the Genetic and Diamond ages? If you look at the techs, there seems to be little rhyme or reason which background is given to what. Some things already long invented, like Supersonic Flight, are classified as Genetic Age. Other stuff that's right around the corner goes straight to the Diamond Age. What's your stance on when the Modern age and Genetic age ends, and the game ends? Personally, I think ending the scenario at 2100 would be good, and remove the padding. Then maybe 2000 to 2050 for Genetic, and 2050 to 2100 for Diamond.
>
> Furthermore, I figured out why there were two extra city styles. The two I grabbed were in the Concepts section under their appropriate time periods, even though they weren't used as the backgrounds for such in the tech section. They WERE used for those ages in the building section, though, which has entirely different background graphics. Now, my plan is to get rid of building background graphics altogether, and use the full space to show the building. So any of those are free game for the tech backgrounds. There is another ancient one, but I don't like it much. There is a good computer one that could be used. Maybe to divide the Modern Age into two, or get rid of the Diamond Age and have a Computer age then Genetic age for the 21st century.
>
> Let me know what you think. I've been holding off on doing techs in this time period until this gets straightened out.
>
> Another idea: post a new thread on the Creation forums, saying you're working on the tech tree, and ask for input. Perhaps some good tech trees and ideas will come out of the woodwork.
> Here's a list of all the techs I have done right now. I have some more new ones to do, but they're all modern and future I believe. * means the tech already is in CTP1, but I'm moving it to another era or giving it a new look.
>
> Agro-industry
> Alchemy * (Medieval)
> Alphabet
> Anatomy
> Archery
> Armor (medieval)
> Astrolabe
> Astronomy
> Automobile
> Atomic Theory
> Biology
> Capitalism
> Cartography
> Civil Service
> Classical Education * (Medieval)
> Compass
> Conscription
> Contraception
> Crop Rotation
> Crossbow
> Currency
> Domestication
> Electrification
> Elephant Training *
> Engineering
> Espionage
> Fascism * (Modern)
> Firearms
> Gear Cutting Machinery
> Guerrilla Warfare
> Immunization
> Imperialism
> Jet Engine * (Modern)
> Labor Union
> Laser
> Literacy
> Machine Gun
> Machine Tools
> Magnetism
> Mathematics
> Mechanical Clock
> Mechanical Power
> Medicine
> Microchip
> Mining
> Navigation / Chronometer
> Paper
> Paper Money (to replace Banking)
> Perspective
> Photography
> Plastics
> Plough (to replace Agriculture)
> Pottery
> Radio
> Refrigeration
> Republic
> Rocketry
> Sanitation
> Satellites
> Seafaring
> Solar Energy
> Steam Engine
> Steel
> Stirrup
> Superconductor
> Tactics (ancient)
> Telegraph
> Telephone
> Television
> Wheel
> The Vacuum
> Zero G Industry
>
> Here's some thoughts on adding these. First, I would get rid of the already existing Concrete and Agricultural Revolution. Conrete just isn't that important. It was used by the Romans for several hundred years, but
then it was forgotten until the 1700s.
>
> The Agricultural Revolution is some kind of freaky Frankenstein tech. If you read the historical text in the GL, it covers inventions done from around 0 BC to 1800 AD! They can't make up their mind which revolution
they're talking about. It would be better to do it this way. Add Crop Rotation, Mechanical Power and Agro-industry instead. Crop Rotation marks the biggest change in the Middle Ages, and would give the Advanced Farms,
basically replacing the current Agricultural Revolution in the tree.
Mechanical Power would cover the invention of windmill and water mill (the first significant use of mechanical energy instead of animal and human
power), and give the Mill building. It wouldn't be tied to advances in Agriculture, cos historically they came hundreds of years apart from each other. Then Agro-industry would cover the big advances in agriculture in the 1800s and early 1900s, with the thresher, combine harvester, petrol based fertilizers and so on, and would give the third food tile
improvement.
>
Agriculture, Toolmaking, Religion and Banking I would all rename. The first three because they were all things invented at least 10,000 years BC, probably even earlier. Agriculture should become the Plough instead, which was invented around 3000 BC. Religion should become Organized Religion, which also fits the time period better. Not sure what to replace Toolmaking, but people were making tools over 100,000 years ago. Banking should still give the Bank, but be called Paper Money instead. Plain ol' banks existed since way back in the BCs, but the thing CTP2 really means was brought on in the Middle Ages (first by the Chinese and Islamic world) by the invention of paper money. That allowed loaning and credit and all
> that kind of stuff to take off, the meat and potatoes of banking.
> So those are the changes I would make in the existing CTP2 techs, just talking about name and inclusion, not about location and linking. I'll wait to see what you do with that first.
I gotta run, more thoughts on which of the extra techs to include in the not too distant. Let me know what you think about the ages and possibly using the building backgrounds.
>
> Harlan
>
As far as which techs belong in which age, that all depends upon how many ages you are going to have, and what they are going to be. I think this decides the seemingly random choices found in the game. I would base the ages upon the unit progression. For units, I am going to have 7 ages, temporarily named Bronze, Iron, Medieval, Renaissance, Modern, Genetic and
Diamond. Depending on your definition of Modern, you could change things around. You could insert Industrial, delete Diamond, and shift Modern and
Genetic into the future one age. I can work with it either way. Whatever the 5th age is, it will have the W.W.II-era units, so that is what I would keep
in mind. Actually, this use of Industrial-Modern-Genetic for the final three ages would probably be a better fit as far as air and naval units than the
current setup.
I would like to have a background for each age, whatever it is. As far as I know, the Iron Age is still needed. Pick whatever you feel is right for that
time period. I can call the age something else if needed.
A definition of when ages begin and what advances belong in which is largely decided by how you define the ages and which ones you decide to include. I
plan to add about 3 dozen advances to the current game, and see if we can get away with that and not have to add more. This is because I don't want to
overload the game like I did in Ctp1. Just glancing at the current tech chart, the new techs will probably be spread out fairly evenly over the 7 unit eras. Bear in mind that this 3 dozen doesn't include re-named techs.
I am glad that you have been letting me know what you have found. What I have laid out above is about all I can think of to give you as far as a guideline. You are the one who is familiar with that is available and what can be done, so I trust you to make the final decision on which backgrounds to use for the eras. If I decide to include a tech, and put it in a different era than you have it in, I can always let you know and let you stick the one I want onto it.
It will be about a week before I need to have the graphics ready for posting with the beta, so don't feel too rushed about this.
Wes
For this next segment, the lines with 2 ">>" are originally my replies to a letter Harlan sent me. The lines with 1 ">" are his replies to my reply. The lines with no ">" are my words again. Got that?
>>For units, I am going to have 7 ages, temporarily named Bronze, Iron, Medieval, Renaissance, Modern, Genetic and Diamond.
> Duuuude! This Bronze and Iron thing is gonna be a pain. I'll try to see if I can figure out what to do about a background for that. What is the need for this division, and what does Iron begin (aside from the Iron
Working tech!).If I think it terms of Ancient and Classical, it makes more sense to me, the metal thing works better for units I think but not across the board.
I said they were temporary. Their names are based upon the weapons of their respective ages. If Ancient and Classical works better for you, then so be it.
>>I can call the age something else if needed.
>>
>>I plan to add about 3 dozen advances to the current game, and see if we can get away with that and not have to add more. This is because I don't want to overload the game like I did in Ctp1.
> Do you know how many extra techs CTP2 will handle- can it handle 3 dozen? Wasn't there a problem with this in CTP1?
I don't know how many it can handle. Ctp1 seemed to handle 30 or so just fine, but the 2 dozen I added in the 4.0 version seemed to bog it down.
>
>Yeah, it shouldn't be terribly difficult to change the eras. As you know, I'm saving the image before I add the background, as well as saving with the background. One problem though for a picky person like me is that some backgrounds are light and some dark, so moving from a dark to light can be hard, cos I'll have tweaked with the image to make it light to stand out from a dark background or vice versa.
I will try and decide on the advances next, then. I have just now made the thread in the creation section, and it usually takes a few days to debate these things. Using the Med 4, your list below and Charles' list from last night, I should be able to decide upon most of them fairly quickly.
>I'd still like to know how far you want to go into the future- 2100, 2200 or what. And what did you think about my comments on Concrete and Agricultural Revolution?
Sorry I forgot about this section. Your comments on Concrete, Ag Rev. and proposed substitutes make perfect
sense to me. Consider them in.
Right now I plan on using the current end date. The years would go approximately 1800 to 2000, 2000 to 2150, and 2150 to 2300 for the last three ages. We can fiddle with this once we get everything else set,
adjusting years per turn until the units' age of supremecy is what we want. How about going Industrial-Genetic-Diamond, using the years specified above?
I mean, what exactly does "Modern" mean, other than present-day?
>
>Some of the techs used in Med Mod 4 I hope you don't use this time, cos they're too culturally based. Monotheism and Polytheism- I've heard people
get upset with Civ2 that this implies certain kinds of religions are more advanced than others, and I think that criticism is legitimate. Shintoism for instance doesn't fall into either category but is more animist, and the Japanese seem to get on fine with that. If you want more religious techs, there are other things to do, like a Religious Orders tech (just off the top of my head), which all religions pretty much had.
No problem leaving them out. Most religions which did evolve used this sequence, though.
>
>Chivalry, Arabic Numerals, Gothic Architecture, Vernacular Prose, Classical Arts, Romanticism and Humanism would all fall into that category too of
too culturally based. I'm a fan of the idea that a tech tree shouldn't just be a repeat of the history of Europe and the West, though some of that is inevitable. One thing I'm trying to do with the tech graphics is use more non-European images, especially Chinese, since the Chinese were ahead of the west in technology until about 1400. Some tweaking of some of these techs could make them more widely applicable, if you want to keep the essence. For instance, Classical Arts could become the Performing Arts or Expert Craftmanship or whatever, depending on what you want it for.
These probably wouldn't be a problem to leave out, either, except maybe for Arabic Numerals. I think Arabic numerals are used world-wide, and their introduction to the west ignited the advances in mathematics and cience which led to the domination of Europeans over the rest of the world during the Colonial period.
>
> Furthermore, Oral Traditions and Ceremonial Burial both existed thousands of years before the start of the CTP2 timeframe. There's anthropological evidence for instance that ceremonial burial goes back over 100,000 years. No real need to have them then.
No problem.
>
> Med Mod 4 was also really big on math, with Applied Mathematics, Algebra, Trigonometry, and Calculus. Are all of those necessary?
Well, I guess I am a little biased, being an engineering student. Once I got to reading about the second millenium AD, though, advances in math allowed
about all the other advances made in that time, especially in navigation and the military.
Thanks for your list, and the thought which went into it. It should not be a problem coming up with the list from this.
Wes
>
> Hope you don't mind, just some thoughts on this and that.
> Meanwhile, here are some more thoughts.
>
> Without too much thinking about it, but a quick scan at the list I sent you earlier, here are what I consider techs I'd definitely add if I were the one to decide which ones to add, and had room for about 3 dozen or so.
For the obvious ones I won't explain, but if you want an explanation let me know. For some of the more offbeat ones, I'll explain a bit here.
>
> Agro-industry
> Astronomy
> Compass
> Conscription
> Contraception
> Crop Rotation
> Currency
> Electrification
> Engineering
> Espionage
> Immunization
> Machine Tools
> Magnetism
> Mechanical Clock
> Mechanical Power
> Navigation / Chronometer
> Paper
> Radio
> Refrigeration
> Rocketry
> Sanitation
> Steam Engine
> Steel
> Stirrup
> Television
> Wheel
>
> That adds up to 26, not 3 dozen. The rest of techs to add you'd probably want to fit closer to units, buildings etc to be added. Plus this list doesn't really look at late Modern and future stuff.
>
> Astronomy: the extreme importance of this in ancient societies can hardly be imagined today. New discoveries are only beginning to show how so many societies were obsessed with the sky, since knowing the yearly changing patterns of the stars was vital to the success of agriculture and other things.
>
> Compass: some famous author writing hundreds of years ago called the three most important discoveries ever the compass, gunpowder and printing press. Nuff said.
>
> Contraception and Immunization: essential for the huge population boom that is one of the most important features of modern civilization. The second one helped cause the boom by greatly reducing infant mortality, the first one helps slow it down. I hope you include this population boom more than CTP2 regular does: there were 1 billion people in 1900, there are over 6 billion now!
>
> Electrification: big difference between the discovery of electricty, which was vital for science, and the later actual use of electricity with light bulbs lighting up cities and so on. CTP1 had both, I believe.
>Mechanical Clock: an absolutely vital step on the way to industrialization. Too bad this got cut out of CTP2.
>
> Paper: this is probably the most unusal one on the list, cos not a lot of people realize the importance of this discovery. The thing that really opened my eyes about this was a book called "The 100". Its a list some experts compiled of the 100 most important people in history, the importance being defined as how much they changed history and affected the lives of millions. The top ten of this list is almost all religious figures like Jesus and Mohammed, but I was puzzled to see one Tsai Lun at #5. Turns out he was the inventor of paper. The authors of this book
make a convincing case that this was one of the most important inventions in history, and without it the later printing press and all that followed wouldn't have been possible. Tsai Lun invented paper around 0 AD give or take 100 years (I forget), and according to this book, this one invention was the main thing that propelled China into the technological lead until the Renaissance, allowing both a large bureaucracy and a huge literacy of the general population. Because paper was so much cheaper than alternatives like papyrus, most of the middle and upper classes in China could read since classical times. Needless to say, that allowed invention to speed up. I think the only thing that prevented China from becoming the ones to dominate the world was the conquest of China by the Mongols in the 1300s, which literally killed off half the population, and left them shaken and isolationist for a long time after. (That and the fact that they didn't have an alphabet, which made the natural transition to a printing press very hard to do)
>
> Paper was also essential to the development of Islamic culture. The concept of paper was stolen from the Chinese by the Islamic world around 800 AD, and after that, they experienced a big cultural and technological growth for the next several hundred years, since the average wealthy Islamic person could read and had many books, and the average European
> couldn't even sign their name.
>
> Paper didn't come to Europe until shortly before the printing press, so its effect has largely been masked by the printing press, which is probably why it gets such short shift by historians.
>
> Radio: extremely important in warfare as well, the blitzkreig isn't possible without it.
>
> Steel: by this, I mean Bessemer Steel, in the late 1800s.
>
> If you need an explanation on my thinking on the others, let me know.
>
> Harlan
>>I don't know how many it can handle. Ctp1 seemed to handle 30 or so just fine, but the 2 dozen I added in the 4.0 version seemed to bog it down.
>
>You sure it was that that was slowing things down, and not all the other changes you made?
The slic stuff may have bogged it down some, but I remember a definite change in the amount of time it took to load the mod after adding the last batch of advances.
>
>>Right now I plan on using the current end date. The years would go approximately 1800 to 2000, 2000 to 2150, and 2150 to 2300 for the last three ages. We can fiddle with this once we get everything else set, adjusting years per turn until the units' age of supremecy is what we want. How about going Industrial-Genetic-Diamond, using the years specified
above? I mean, what exactly does "Modern" mean, other than present-day?
>
> If you don't like Modern, than what about Computer Age? I think you gotta end the game at least at 2200 AD. The fact is, we don't have a clue what things will be like even 100 years from now, and there's no way you can continue the pace of new technologies to properly fill in all those years at 1 turn a year.
I have not played the commercial version of the game even into the Renaissance age yet, so I have no idea how things flow in the future ages. If there is a problem we can fix it once we get this other stuff balanced.
>
>I'm sure that's true, but I'm sure too for people with other backgrounds, they know that things in their discipline were absolutely essential too. It takes a lot of pieces to make the puzzle, after all.
I will see how the advances play out, and leave the math ones till last. I have been enjoying the Mississippi State game in the snow on ESPN tonight. I
am an Alabama fan, but went to State for about 3 years.
>
>Sure. Do you have someone who will write the text for these things? Maybe that's something you should start asking for. Myself, I've got too many other things to do.
I will recycle the ones from the Med mod 4 whenever possible. I have said in the past that the mod was worth getting simply to read John's historical gls. He had a real writing gift. After that, I will see who wants to volunteer on the forums.
Wes
>
>Harlan
<font size=1 face=Arial color=444444>[This message has been edited by WesW (edited January 15, 2001).]</font>
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