Announcement

Collapse
No announcement yet.

Technology System E-Mail Archive

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #61
    > That's pretty much it, though the increase rate might differ.
    > ---
    > I would prefer to leave out the randomness and have the player only get
    the
    > tech when it reaches the 100% mark. But there may be a compromise.
    > Remember my first idea, the one about inventors that was eventually shot
    > down for good reasons? Within a certain range, the chance of discovery
    > would be dependant on the conditions I outlined in that proposal. So for
    a
    > time, there is a chance that inventors will give you the thing. As the
    > basic tech increases, there is a bigger chance that you get the thing,
    until
    > you hit the 100% point at which time you will always get the thing. But
    the
    > chance is not totally random. It is greatly influenced by social
    > conditions. So if you have educated people and a good economy, you will
    > have a much greater chance of getting things earlier. That reduces a lot
    of
    > the randomness and I think it would work. Does it sound good?

    That particular scenerio might work, however it would be dependant upon the
    current proposal for the character model (see the poles i am having put up
    in a day or so). Also the diff in the way the model would work would be
    that say 15% would be listed as the minimum prereq istead of 25 because that
    way we could incorperate the reverse part of my model, the idea where just
    because u go below the prereqs doesn't mean its automatically forgotten, but
    more gradual.

    > I know what ur saying, but it has a lot to do with the religious type, not
    > just religious level also. I mean the us is definatly high enough on
    > enviormentalism and philosophy it would be except its philosophy has taken
    > another direction. If we go with ur idea we do another type of
    > discimination saying that 1 philosophy isn't as good as another (although
    i
    > agree with u that it should prob be higher than others, many might
    > disagree).
    > ---
    > The US is developing a lot of the 'eastern' type thought. For example, in

    I agree 1000%

    > the home and garden section of the bookstore, you will find dozens of Feng
    > Shui books. And as for the problem of one philosophy being higher than
    > another, you are right. I would suggest that the player not direct
    > philosophical stuff at all. I would like to see it be developed by your
    > people without your influence. It would follow the conditions I outlined
    in
    > my first tech proposal about inventors. I think philosophy should develop
    > without player interference, so you get the feeling that your people are
    > real and unique. But everyone else seems to want to order the people to
    > think a certain way and tell them what philosophy to invent.

    Yea i i agree with u there alot, but like u said most people don't. That
    too could put up in a poling. I think though most people want to have some
    influnce (the creators of the game that is). While i think completely
    controling ur people's direction shouldn't be done, i think a comprimise
    could be done, hopefully leaning toward the people themselves being
    indepenant.

    Comment


    • #62
      That particular scenerio might work, however it would be dependant upon the
      current proposal for the character model (see the poles i am having put up
      in a day or so). Also the diff in the way the model would work would be
      that say 15% would be listed as the minimum prereq istead of 25 because that
      way we could incorperate the reverse part of my model, the idea where just
      because u go below the prereqs doesn't mean its automatically forgotten, but
      more gradual.
      ---
      This will all have to be explained well in the game documentation (and the forum post) to avoid confusing people. But we seem to have worked out a good model.
      One thing, however. As I review the model I notice that I have redundant techs. The Power Generation and Portable Power Generation techs really are not needed. Anything that uses them can just as easily go straight to the prerequisites I listed for those two techs. For example, a power plant simply relies on Mechanical Engineering and Chemistry.
      ---
      Yea i i agree with u there alot, but like u said most people don't. That
      too could put up in a poling. I think though most people want to have some
      influnce (the creators of the game that is). While i think completely
      controling ur people's direction shouldn't be done, i think a comprimise
      could be done, hopefully leaning toward the people themselves being
      indepenant.
      ---
      We will just have to see what people think. But I think that people will agree to sims that are somewhat culturally autonomous. But for this to work, the cultural tech tree will have to be nonlinear. Any philosophical idea should be able to be discovered without he presence of any other. Just make societal prerequisites for everything, with other philosophies as soft prerequisites at most.

      Do you want me to start writing the forum post for all of this?

      Comment


      • #63
        > This will all have to be explained well in the game documentation (and the
        > forum post) to avoid confusing people. But we seem to have worked out a
        > good model.
        > One thing, however. As I review the model I notice that I have redundant
        > techs. The Power Generation and Portable Power Generation techs really
        are
        > not needed. Anything that uses them can just as easily go straight to the
        > prerequisites I listed for those two techs. For example, a power plant
        > simply relies on Mechanical Engineering and Chemistry.
        > ---
        Yea i noticed. I'm trying to simplify these redudancies

        > We will just have to see what people think. But I think that people will
        > agree to sims that are somewhat culturally autonomous. But for this to
        > work, the cultural tech tree will have to be nonlinear. Any philosophical
        > idea should be able to be discovered without he presence of any other.
        Just
        > make societal prerequisites for everything, with other philosophies as
        soft
        > prerequisites at most.
        >
        > Do you want me to start writing the forum post for all of this?

        Um not yet for the techs cuz I want to edit some stuff first.

        Comment


        • #64
          Yea i noticed. I'm trying to simplify these redudancies
          ---
          What else have you found?
          ---
          Um not yet for the techs cuz I want to edit some stuff first.
          ---
          OK

          Comment


          • #65
            > Yea i noticed. I'm trying to simplify these redudancies
            > ---
            > What else have you found?

            Offhand i know there really isn't a need for computational hardware once we
            impliment the items/improv. The abacus and sliding ruler can be put in as
            items or whatever for mathmatics and the other stuff cam just be used for
            the types of computers produces. ie items. There were some others like
            physics. There really is no need for 2 types of physics.

            Comment


            • #66
              Offhand i know there really isn't a need for computational hardware once we
              impliment the items/improv. The abacus and sliding ruler can be put in as
              items or whatever for mathmatics and the other stuff cam just be used for
              the types of computers produces. ie items.
              ---
              You are right.
              ---
              There were some others like
              physics. There really is no need for 2 types of physics.
              ---
              I disagree here. The two types of Physics do very different things. EM Physics is really an entirely different field of study than Mechanics and 'Classical' Physics.

              Comment


              • #67
                > There were some others like
                > physics. There really is no need for 2 types of physics.
                > ---
                > I disagree here. The two types of Physics do very different things. EM
                > Physics is really an entirely different field of study than Mechanics and
                > 'Classical' Physics.

                The thing is though, they are still "physics." We could set a certain level
                of progression where u need to know about EM part of physics or else u can't
                go beyond that point.

                Comment


                • #68
                  The thing is though, they are still "physics." We could set a certain level
                  of progression where u need to know about EM part of physics or else u can't
                  go beyond that point.
                  ---
                  Ecology and Geology are far more similar than Mechanics and Electromagnetics. In fact, Chemistry and Biology are more closely related than Mechanics and Electromagnetics. The two are vastly different disciplines and you can't just lump them together.

                  Comment


                  • #69
                    > The thing is though, they are still "physics." We could set a certain
                    level
                    > of progression where u need to know about EM part of physics or else u
                    can't
                    > go beyond that point.
                    > ---
                    > Ecology and Geology are far more similar than Mechanics and
                    > Electromagnetics. In fact, Chemistry and Biology are more closely related
                    > than Mechanics and Electromagnetics. The two are vastly different
                    > disciplines and you can't just lump them together.

                    I don't agree on the ecol/geology thing but if we use
                    mechanics/electromagnetcs, we shouldn't have subcatergories, ie physics
                    because then it could get too confusing for the player.

                    Also I'm wanting to know ur opinion on whether Achitecture and Roads should
                    be combined to Civil Engineeing or not. As far as i can tell there's as
                    many pros as there is cons.

                    Comment


                    • #70
                      I don't agree on the ecol/geology thing but if we use
                      mechanics/electromagnetcs, we shouldn't have subcatergories, ie physics
                      because then it could get too confusing for the player.
                      ---
                      You were right to split Ecology and Geology. For the same reason, Mechanics and Electromagnetics should remain seperate. Perhaps the names could be Physics-Mechanics and Electromagnetism.
                      ---
                      Also I'm wanting to know ur opinion on whether Achitecture and Roads should
                      be combined to Civil Engineeing or not. As far as i can tell there's as
                      many pros as there is cons.
                      ---
                      Architecture
                      Bridge Building, Tower, Skyscraper
                      0%-Brick/Cement/Stone(*10%)-40%-Metalworking(*20%)-100%
                      0%-Woodworking-100%
                      Affects the quality and maximum size of structures built by your civ.

                      Civil Engineering/Infrastructure
                      Sewers, Mail, Power Grids, Water Systems
                      0%-All Techs-100%
                      Allows for the building of various public works, and makes them more effective.

                      Roads
                      Road, Cobbled Road, Paved Road, Highway
                      0%-None-20%-Brick/Cement/Stone-100%
                      Allows goods and people to be moved faster and more efficiently.

                      I think Architecture should remain seperate. But we could combine Roads and Civil Engineering.

                      Comment


                      • #71
                        > I don't agree on the ecol/geology thing but if we use
                        > mechanics/electromagnetcs, we shouldn't have subcatergories, ie physics
                        > because then it could get too confusing for the player.
                        > ---
                        > You were right to split Ecology and Geology. For the same reason,
                        Mechanics
                        > and Electromagnetics should remain seperate. Perhaps the names could be
                        > Physics-Mechanics and Electromagnetism.

                        OK

                        > Architecture
                        > Bridge Building, Tower, Skyscraper
                        > 0%-Brick/Cement/Stone(*10%)-40%-Metalworking(*20%)-100%
                        > 0%-Woodworking-100%
                        > Affects the quality and maximum size of structures built by your civ.
                        >
                        > Civil Engineering/Infrastructure
                        > Sewers, Mail, Power Grids, Water Systems
                        > 0%-All Techs-100%
                        > Allows for the building of various public works, and makes them more
                        > effective.
                        >
                        > Roads
                        > Road, Cobbled Road, Paved Road, Highway
                        > 0%-None-20%-Brick/Cement/Stone-100%
                        > Allows goods and people to be moved faster and more efficiently.
                        >
                        > I think Architecture should remain seperate. But we could combine Roads
                        and
                        > Civil Engineering.

                        OK

                        Also do u have any ideas for the nonlinear social models yet?

                        Comment


                        • #72
                          Also do u have any ideas for the nonlinear social models yet?
                          ---
                          I have a preliminary idea that uses basic techs and template techs. It will take a few days to complete.

                          --- New Mail ---

                          Based on the stuff on the forums, I think that only two more techs are needed for the military side of things:

                          Tactics
                          0%-None-100%
                          Determines the effectiveness of your troops in battle.

                          Logistics
                          0%-Industrial Engineering/Management-100%
                          Controls the ability to supply troops, and the effectiveness of military buildup, movement, and organization.

                          Anything else is just an application.

                          By the way, don't forget that until the Boer War, disease killed more troops than battlefield injuries. Your Medicine basic tech should have a large impact on the attrition your troops suffer.

                          Comment


                          • #73
                            New Basic Techs:
                            Astonomy
                            Atomic (This needs to be seperated from electromagnestics because atomic
                            theroy isn't a part of electromagnetics. Its one of the 4 forces, well
                            actually 2, but for game purposes it will be just atomic instead of weak
                            atomic force and great atomic force.


                            > Based on the stuff on the forums, I think that only two more techs are
                            > needed for the military side of things:
                            >
                            > Tactics
                            > 0%-None-100%
                            > Determines the effectiveness of your troops in battle.

                            I think we should use the tactics i had in the orginal model

                            Land Tactics
                            Water Tactics
                            Air Tactics
                            Mobile Tactics (Tanks and stuff)
                            Cyber Tactics (Using computers to shut down power gird for the entire
                            country, FE)

                            The mobile might not be ness and could be put in with land

                            > Logistics
                            > 0%-Industrial Engineering/Management-100%
                            > Controls the ability to supply troops, and the effectiveness of military
                            > buildup, movement, and organization.
                            >
                            > Anything else is just an application.
                            >
                            > By the way, don't forget that until the Boer War, disease killed more
                            troops
                            > than battlefield injuries. Your Medicine basic tech should have a large
                            > impact on the attrition your troops suffer.

                            Yes i know this.

                            > Also do u have any ideas for the nonlinear social models yet?
                            > ---
                            > I have a preliminary idea that uses basic techs and template techs. It
                            will
                            > take a few days to complete.

                            okay get it asap. I'm writing up the new version of the tech model now.
                            One prob right now. Some specific techs need to be able to be researched in
                            more than one way. FE Navigation. Navigation requires Astonomy. It also
                            requires a certain percentage in either land or water trans, but not both.
                            It can also be helped with electromagnetism, though compass is needed.

                            Comment


                            • #74
                              New Basic Techs:
                              Astonomy
                              Atomic (This needs to be seperated from electromagnestics because atomic
                              theroy isn't a part of electromagnetics. Its one of the 4 forces, well
                              actually 2, but for game purposes it will be just atomic instead of weak
                              atomic force and great atomic force.
                              ---
                              First you wanted to put all physics disciplines into one tech; now you want to split Atomic Physics apart from Electromagnetism. Because they are so close, I think they should be in one tech called "Electromagnetism/Atomic Physics."
                              Also, I don't think Meteorology is in there. Did you want something like that? Originally I thought it would be a part of the Planetary Sciences tech along with Ecology and Geology. But since that was split up, we migh need to make a seperate tech for Meteorology.
                              ---
                              I think we should use the tactics i had in the orginal model

                              Land Tactics
                              Water Tactics
                              Air Tactics
                              Mobile Tactics (Tanks and stuff)
                              Cyber Tactics (Using computers to shut down power gird for the entire
                              country, FE)

                              The mobile might not be ness and could be put in with land
                              ---
                              I agree that mobile tactics is unnecessary. The same basic strategies are good for cavalry or tanks. But if you are going to be this specific you will also need a "Combined Arms Tactics" because modern operations coordinate all branches of the military. My preference would be only one Tactics tech that covers everything here.
                              ---
                              I'm writing up the new version of the tech model now.
                              One prob right now. Some specific techs need to be able to be
                              researched in more than one way. FE Navigation. Navigation requires Astonomy. It also requires a certain percentage in either land or water trans, but not both. It can also be helped with electromagnetism, though compass is needed.
                              ---
                              Can I see the model before you post it?

                              Comment


                              • #75
                                > New Basic Techs:
                                > Astonomy
                                > Atomic (This needs to be seperated from electromagnestics because atomic
                                > theroy isn't a part of electromagnetics. Its one of the 4 forces, well
                                > actually 2, but for game purposes it will be just atomic instead of weak
                                > atomic force and great atomic force.
                                > ---
                                > First you wanted to put all physics disciplines into one tech; now you
                                want
                                > to split Atomic Physics apart from Electromagnetism. Because they are so
                                > close, I think they should be in one tech called "Electromagnetism/Atomic
                                > Physics."
                                > Also, I don't think Meteorology is in there. Did you want something like
                                > that? Originally I thought it would be a part of the Planetary Sciences
                                > tech along with Ecology and Geology. But since that was split up, we migh
                                > need to make a seperate tech for Meteorology.

                                Well that was before u told me u wanted the seperated. As far as them being
                                similar, the really aren't. Atomic deals with, well atoms and similar
                                particles. Electromagnetics deals with electricity and magnetism.

                                > I think we should use the tactics i had in the orginal model
                                >
                                > Land Tactics
                                > Water Tactics
                                > Air Tactics
                                > Mobile Tactics (Tanks and stuff)
                                > Cyber Tactics (Using computers to shut down power gird for the entire
                                > country, FE)
                                >
                                > The mobile might not be ness and could be put in with land
                                > ---
                                > I agree that mobile tactics is unnecessary. The same basic strategies are
                                > good for cavalry or tanks. But if you are going to be this specific you
                                > will also need a "Combined Arms Tactics" because modern operations
                                > coordinate all branches of the military. My preference would be only one
                                > Tactics tech that covers everything here.

                                The way i had it was that for combined arms it would simply take the
                                relevant areas and average them out.

                                > I'm writing up the new version of the tech model now.
                                > One prob right now. Some specific techs need to be able to be
                                > researched in more than one way. FE Navigation. Navigation requires
                                > Astonomy. It also requires a certain percentage in either land or water
                                > trans, but not both. It can also be helped with electromagnetism, though
                                > compass is needed.
                                > ---
                                > Can I see the model before you post it?

                                Sure

                                Comment

                                Working...
                                X