First off before I reply to your other questions I seen nothing i medicine
that reflects the eastern or native american approach to this basic tech:
***
Medicine
Medicines, Surgery, Vaccine, Artificial Limb
0%-No Prerequisite-10%-Biology(*10%)-80%-Genetics(*80%)-100%
0%-Biology-100%
Higher levels make people live longer and be healthier and happier
***
Is this a mistake, intentional or are you modeling some other way? The
reason is, is because if we are going to have this non-biased to one
cultural type or another as much as humanly possible, which is one thing I
won't comprime on, this represnts mainly a western philosophy.
---
I don't understand how this is biased. You can get up to 10% with no biology knowledge at all; this represents herbal cures and trial and error. After that you have to have some basic biology knowledge to heal people. If I left something out, it was because I don't know about it. Was there some helper tech I forgot? I don't want to leave anyone out; I just don't know what I am leaving out.
---
I have no argument with that last statement and i fact think it should,
again the exact percentages/techs may vary. In general if you can think of
something that isn't a tech advancement or social advancement but is
important, it prob belongs in this category. FE automobiles do, but
automotive technology or whatever u think it should be called wouldn't fit
there.
---
Automobiles are simply a big jump in the Land Transport Devices technology. The percentage of this tech affects the mobility of your people.
---
Again with that I'll try and have some ideas for you when i send what i can
compile with the rest of the stuff. You will prob haveto do a lot with the
more currect militay items/improvements since i know more about the older
military battling systems.
---
OK
---
That's fine, but we still have to have an end point i mean otherwise we
could end up with an intiger that never ends (6.66666...). Also if we do
use intigers we might want to do a little more tweaking with the model later
on. FE having a requirement at 29.3 or something. Again don't worry right
now that's for play testing.
---
I was thinking two decimal places for the cutoff (6.67) But there could also be programming concerns. Different variable definitions allow you do do different things and take up different amounts of memory. So a programmer will have to give their input on this.
---
And "Construction Materials" doesn't how? I know you mentioned the fact
that this doesn't include metal constuction materials (as well as wood) but
can you think of a better name?
---
When I think of construction materials I think of wood, brick, and steel. Someone might put a lot of effort into Construction Materials trying to get skyscrapers, and then wonder why they can't build them. Skyscrapers require an entirely different construction material than the one this tech involves. And besides, the primary use of these things will be paving roads.
---
Yes, yes. But gunpowder is a major discovery, not up there with agriculture
or the wheel, but definatly moreso than something like copper working and
many others.
---
In my model, Copper Working is one small part of Metalworking. Likewise, Gunpowder is a small part of Chemistry. At about Chemistry 20%, the player discovers gunpowder.
I think that one of your concerns with my model is that it is not specific enough about applications. And you do have a good point. I have an idea that might address your concerns without much more complexity.
We add a few "Application Techs." These are not part of the tree and are completely independent of other techs. They might even use a different RP pool. These Application Techs deal with the way that the basic techs are used. For example, consider Military Applications. This tech is required to build military items. If you don't research it, you don't get military applications even if you have the proper percentage of the basic tech. All applications get a new prerequisite, such as:
Crossbow: Mechanical Engineering *25%, Military Applications 30%
Musket: Chemistry *30%, Metalworking *30%, Military Applications 40%
If you don't go for miltary applications, you can research more civilian applications and improve your economy, like the Chinese did. They never got guns because they didn't focus on military applications like the Europeans did.
This is just an idea. What do you think?
that reflects the eastern or native american approach to this basic tech:
***
Medicine
Medicines, Surgery, Vaccine, Artificial Limb
0%-No Prerequisite-10%-Biology(*10%)-80%-Genetics(*80%)-100%
0%-Biology-100%
Higher levels make people live longer and be healthier and happier
***
Is this a mistake, intentional or are you modeling some other way? The
reason is, is because if we are going to have this non-biased to one
cultural type or another as much as humanly possible, which is one thing I
won't comprime on, this represnts mainly a western philosophy.
---
I don't understand how this is biased. You can get up to 10% with no biology knowledge at all; this represents herbal cures and trial and error. After that you have to have some basic biology knowledge to heal people. If I left something out, it was because I don't know about it. Was there some helper tech I forgot? I don't want to leave anyone out; I just don't know what I am leaving out.
---
I have no argument with that last statement and i fact think it should,
again the exact percentages/techs may vary. In general if you can think of
something that isn't a tech advancement or social advancement but is
important, it prob belongs in this category. FE automobiles do, but
automotive technology or whatever u think it should be called wouldn't fit
there.
---
Automobiles are simply a big jump in the Land Transport Devices technology. The percentage of this tech affects the mobility of your people.
---
Again with that I'll try and have some ideas for you when i send what i can
compile with the rest of the stuff. You will prob haveto do a lot with the
more currect militay items/improvements since i know more about the older
military battling systems.
---
OK
---
That's fine, but we still have to have an end point i mean otherwise we
could end up with an intiger that never ends (6.66666...). Also if we do
use intigers we might want to do a little more tweaking with the model later
on. FE having a requirement at 29.3 or something. Again don't worry right
now that's for play testing.
---
I was thinking two decimal places for the cutoff (6.67) But there could also be programming concerns. Different variable definitions allow you do do different things and take up different amounts of memory. So a programmer will have to give their input on this.
---
And "Construction Materials" doesn't how? I know you mentioned the fact
that this doesn't include metal constuction materials (as well as wood) but
can you think of a better name?
---
When I think of construction materials I think of wood, brick, and steel. Someone might put a lot of effort into Construction Materials trying to get skyscrapers, and then wonder why they can't build them. Skyscrapers require an entirely different construction material than the one this tech involves. And besides, the primary use of these things will be paving roads.
---
Yes, yes. But gunpowder is a major discovery, not up there with agriculture
or the wheel, but definatly moreso than something like copper working and
many others.
---
In my model, Copper Working is one small part of Metalworking. Likewise, Gunpowder is a small part of Chemistry. At about Chemistry 20%, the player discovers gunpowder.
I think that one of your concerns with my model is that it is not specific enough about applications. And you do have a good point. I have an idea that might address your concerns without much more complexity.
We add a few "Application Techs." These are not part of the tree and are completely independent of other techs. They might even use a different RP pool. These Application Techs deal with the way that the basic techs are used. For example, consider Military Applications. This tech is required to build military items. If you don't research it, you don't get military applications even if you have the proper percentage of the basic tech. All applications get a new prerequisite, such as:
Crossbow: Mechanical Engineering *25%, Military Applications 30%
Musket: Chemistry *30%, Metalworking *30%, Military Applications 40%
If you don't go for miltary applications, you can research more civilian applications and improve your economy, like the Chinese did. They never got guns because they didn't focus on military applications like the Europeans did.
This is just an idea. What do you think?
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