Technologies
Created: May 23rd 2000
Updated: -
This is a description of a technology system for the game. I will be updating it according to the discussion. eventually here will also be a list of the technologies. From the beginning of the description you can see, when it was updated, and what was changed.
Information should be divided to theoretical and applied - science and technology. Technology is knowledge about how certain thing is done; science is knowledge about why that is possible. Deeper understanding leads to better technology, and so on.
Scientific information could include:
-natural sciences like mathematics, physics, biology, medicine
-human sciences like philosophy, psychology
-economics
-geography
-history
-military science (tactics): infantry tactics, cavalry tactics...
Technological information could include:
-military technology like sword making, cannon making, machine guns...
-transport technology like shipbuilding, airplanes...
-agricultural technology like farming, domestication...
-community technology like road building, sewer building...
-etc.
My idea is, that each of those fields would have a certain value: scientific fields would have a certain level of knowledge, technological fields would have a certain level of skill. The higher the value, the better you understand the mathematics or the better swords you can make.
When the skills are used, some CE will be spent to achieve better and better results. Once a certain level of skill is achieved, some CE will be needed to maintain the skill. If you don't build ships for centuries, it will be hard to start over again.
Scientific knowledge increases in the same way, but much slower; however, scientific information won't disappear as easily, but it is more dependent on written information; if the libraries and universities are destroyed and scientific work is not continued for some decades, the information will start to be forgotten quickly.
The key element of this system is, that there are many smaller fields of information, and they are all developed simultaneously. You don't need to spend centuries to discover "the ultimate sword"; even the most primitive swords and firearms kill people. Instead, you learn quickly, what a sword should be like; then you will slowly learn to make better and better swords. This gives small bonuses to your troops using swords as weapons.
Certain revolutionary ideas make rapid changes in science and technology. Newton's laws caused great progress in physics. Damasc steel gave the sarasenes great advantage during the crusades. Let's call those advances "milestones". Most advances used in former civs go under this category. Those ideas cannot be kept secret very well; the news about the breakthrough travel quickly to other civilizations. However, the civilization to reach the milestone first should get some kind of bonus. After some time the others could get a bonus, too, but smaller. Example: civilization x develops damasc steel. This causes dramatic enhancement in sword technology and gives the civ x a 10% additional bonus for their swordsmen. Civs y and z hear quickly about the advancement and learn the secret, too. After some turns they will get a 5% bonus to their swordsmen, but the civ x still has a slight advantage.
In order to learn the secrets of certain field of information, some requirements need to be met: for example, to learn how to domesticate horses the civ needs to have some experience on domestication of other animals. For scientific information there could be some "infrastructural" prerequisites: in order to research philosophy, you need to build at least one academy etc.
When the prerequisites are met, certain amount of CE would be needed in order to find the new field of technology. The amount of CE needed shouldn't be excact, but a value "betweem x and y", and when the total amount of CE is between those values x and y, there would be each turn a certain possibility to make a breakthrough. This would create an element of randomness, which add realism. Especially with the milestone ideas this simulates the fact that often great geniuses make the final effort to combine the information properly.
When the new field of information has been found, certain amount of CE would be needed to advance in level: when certain progress has been made, some CE and perhaps some practical exercise is needed to maintain that level; for instance, if you spend X turns not building or repairing any ships, your shipbuilding skill goes down. One prerequisite for progress on certain field could be certain progress on some other field. This is how it has been in our world, too.
The produced CE should be distributed 1) depending on how much the skill is used 2) with some random factors thrown in 3)the player could choose how to emphasize the development; when certain level of excellence is reached, the player would choose to slow down the development on that area and emphasize some other area. On scientific fields, player's funding and emphasizing should be most important factor.
The information "leaks downhill" from civ to others; this means that if civ x is better shipbuilder than the others, the shipbuilding skills of civ y make certain progress because of the "leakage", depending on the connections between those two civs. Usually there is no way to prevent this, and the system should be, that it wouldn't even be wise. They get some of your technology, and you some from them. This also makes the differences between civs smaller. Not fair, perhaps, but realistic. The exchange of scientific information should be much more effective; the scientists from different countries have always cooperated. The progress on scientific fields should be so difficult, that the cooperation would be indispensable. This would add realism.
In the modern world, perhaps after some milestone has been reached, you could build secret labs and make certain information "classified" to make the leakage smaller. By using espionage it shouldn't be possible to steal the whole technology the others have; You should order your spies to "infiltrate" other civilization and use many turns to slowly raise your own level of skill; each turn there would be a possibility that other civ's counter-espionage units notice your actions, depending on their espionage skills.
The good sides of this system are guite good realism and versatility; you don't need to spend centuries to gather a large enough pile of information to be able to build frigates; instead, you can slowly enhance your skill and make your ships better and better. Also, you can research many fields simultaneously.
The bad side is its complexity; but if the system is created skillfully, the hardest part would be to balance the system and synchronize the techs.
I hope I can update this soon. -amjayee
Created: May 23rd 2000
Updated: -
This is a description of a technology system for the game. I will be updating it according to the discussion. eventually here will also be a list of the technologies. From the beginning of the description you can see, when it was updated, and what was changed.
Information should be divided to theoretical and applied - science and technology. Technology is knowledge about how certain thing is done; science is knowledge about why that is possible. Deeper understanding leads to better technology, and so on.
Scientific information could include:
-natural sciences like mathematics, physics, biology, medicine
-human sciences like philosophy, psychology
-economics
-geography
-history
-military science (tactics): infantry tactics, cavalry tactics...
Technological information could include:
-military technology like sword making, cannon making, machine guns...
-transport technology like shipbuilding, airplanes...
-agricultural technology like farming, domestication...
-community technology like road building, sewer building...
-etc.
My idea is, that each of those fields would have a certain value: scientific fields would have a certain level of knowledge, technological fields would have a certain level of skill. The higher the value, the better you understand the mathematics or the better swords you can make.
When the skills are used, some CE will be spent to achieve better and better results. Once a certain level of skill is achieved, some CE will be needed to maintain the skill. If you don't build ships for centuries, it will be hard to start over again.
Scientific knowledge increases in the same way, but much slower; however, scientific information won't disappear as easily, but it is more dependent on written information; if the libraries and universities are destroyed and scientific work is not continued for some decades, the information will start to be forgotten quickly.
The key element of this system is, that there are many smaller fields of information, and they are all developed simultaneously. You don't need to spend centuries to discover "the ultimate sword"; even the most primitive swords and firearms kill people. Instead, you learn quickly, what a sword should be like; then you will slowly learn to make better and better swords. This gives small bonuses to your troops using swords as weapons.
Certain revolutionary ideas make rapid changes in science and technology. Newton's laws caused great progress in physics. Damasc steel gave the sarasenes great advantage during the crusades. Let's call those advances "milestones". Most advances used in former civs go under this category. Those ideas cannot be kept secret very well; the news about the breakthrough travel quickly to other civilizations. However, the civilization to reach the milestone first should get some kind of bonus. After some time the others could get a bonus, too, but smaller. Example: civilization x develops damasc steel. This causes dramatic enhancement in sword technology and gives the civ x a 10% additional bonus for their swordsmen. Civs y and z hear quickly about the advancement and learn the secret, too. After some turns they will get a 5% bonus to their swordsmen, but the civ x still has a slight advantage.
In order to learn the secrets of certain field of information, some requirements need to be met: for example, to learn how to domesticate horses the civ needs to have some experience on domestication of other animals. For scientific information there could be some "infrastructural" prerequisites: in order to research philosophy, you need to build at least one academy etc.
When the prerequisites are met, certain amount of CE would be needed in order to find the new field of technology. The amount of CE needed shouldn't be excact, but a value "betweem x and y", and when the total amount of CE is between those values x and y, there would be each turn a certain possibility to make a breakthrough. This would create an element of randomness, which add realism. Especially with the milestone ideas this simulates the fact that often great geniuses make the final effort to combine the information properly.
When the new field of information has been found, certain amount of CE would be needed to advance in level: when certain progress has been made, some CE and perhaps some practical exercise is needed to maintain that level; for instance, if you spend X turns not building or repairing any ships, your shipbuilding skill goes down. One prerequisite for progress on certain field could be certain progress on some other field. This is how it has been in our world, too.
The produced CE should be distributed 1) depending on how much the skill is used 2) with some random factors thrown in 3)the player could choose how to emphasize the development; when certain level of excellence is reached, the player would choose to slow down the development on that area and emphasize some other area. On scientific fields, player's funding and emphasizing should be most important factor.
The information "leaks downhill" from civ to others; this means that if civ x is better shipbuilder than the others, the shipbuilding skills of civ y make certain progress because of the "leakage", depending on the connections between those two civs. Usually there is no way to prevent this, and the system should be, that it wouldn't even be wise. They get some of your technology, and you some from them. This also makes the differences between civs smaller. Not fair, perhaps, but realistic. The exchange of scientific information should be much more effective; the scientists from different countries have always cooperated. The progress on scientific fields should be so difficult, that the cooperation would be indispensable. This would add realism.
In the modern world, perhaps after some milestone has been reached, you could build secret labs and make certain information "classified" to make the leakage smaller. By using espionage it shouldn't be possible to steal the whole technology the others have; You should order your spies to "infiltrate" other civilization and use many turns to slowly raise your own level of skill; each turn there would be a possibility that other civ's counter-espionage units notice your actions, depending on their espionage skills.
The good sides of this system are guite good realism and versatility; you don't need to spend centuries to gather a large enough pile of information to be able to build frigates; instead, you can slowly enhance your skill and make your ships better and better. Also, you can research many fields simultaneously.
The bad side is its complexity; but if the system is created skillfully, the hardest part would be to balance the system and synchronize the techs.
I hope I can update this soon. -amjayee
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