Based on Design Doc 3.0, I've written a tiny draft of a possible tech system:
History can be considered the account of a series of innovations and their results. As long as there is the need for new ways of doing things, people will always hunt for new technology. The gradual and complicated process of human learning and advancement cannot be summarised into a 100 unrelated milestones, as has been done in the Civ series. The player is unrealistically limited to doing one thing at a time.
In GGS, there'll be three sets of quantities to keep track of -- Science (theoretical knowledge), Technology (practical knowledge) and one-time-only innovations, or Milestones. Examples of Sciences would be Mathematics, Physics and Astronomy. Technology would include fields such as Construction, Shipbuilding and Metallurgy. Milestones are inventions such as the Wheel, Shortbow, Rope etc.
Milestones would be one-time packages, but scientific and technological fields would have many levels of knowledge or skill. The higher the level, the better the people excel at that field. This is to prevent the ridiculous idea of researching a complete package like Mathematics in one blow.
The interaction between Sciences, Technology and Milestones could be as follows:
Based on user input, a percentage of the total research points will be used on each science. Any research done in a particular science has a certain preset probability of being used for each technology field. For example, Astronomy is far more likely to produce advances in Navigation than in Woodworking.
Milestones' requirements are pre-defined in terms of what level of sophistication is required in each tech field to make that discovery. Milestones are the only things likely to affect the player himself.
The research points will be influenced be social conditions, technology infrastructure etc. It is also could be possible that some milestones would become randomly available, or seen in a different civilization and adopted. Technology could also be spread by trade and espionage.
History can be considered the account of a series of innovations and their results. As long as there is the need for new ways of doing things, people will always hunt for new technology. The gradual and complicated process of human learning and advancement cannot be summarised into a 100 unrelated milestones, as has been done in the Civ series. The player is unrealistically limited to doing one thing at a time.
In GGS, there'll be three sets of quantities to keep track of -- Science (theoretical knowledge), Technology (practical knowledge) and one-time-only innovations, or Milestones. Examples of Sciences would be Mathematics, Physics and Astronomy. Technology would include fields such as Construction, Shipbuilding and Metallurgy. Milestones are inventions such as the Wheel, Shortbow, Rope etc.
Milestones would be one-time packages, but scientific and technological fields would have many levels of knowledge or skill. The higher the level, the better the people excel at that field. This is to prevent the ridiculous idea of researching a complete package like Mathematics in one blow.
The interaction between Sciences, Technology and Milestones could be as follows:
Based on user input, a percentage of the total research points will be used on each science. Any research done in a particular science has a certain preset probability of being used for each technology field. For example, Astronomy is far more likely to produce advances in Navigation than in Woodworking.
Milestones' requirements are pre-defined in terms of what level of sophistication is required in each tech field to make that discovery. Milestones are the only things likely to affect the player himself.
The research points will be influenced be social conditions, technology infrastructure etc. It is also could be possible that some milestones would become randomly available, or seen in a different civilization and adopted. Technology could also be spread by trade and espionage.

all we need is someone to code it.
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