Previous Technology Discussion
Justification for Changes
In most tech trees, all techs are discrete units that are linked together by prerequisites. For a game with the depth and complexity of Clash, this would lead to many problems. The main one is complexity. A tech tree with hundreds of techs linked together would be difficult for the player to learn and very difficult to construct. It would also be vulnerable to bugs and gameplay problems. A similar problem is one of flexibility. Such a tree is very hard to adjust. It would make tech tree creation or modification very difficult for the Clash team and anyone who wanted to make a scenario.
Another problem is historical accuracy. In the normal tech tree, all knowledge comes in big chunks and never improves after you get it. Your metallurgy skill is the same in 2000 BC and 2000 AD. This is unrealistic. Historically, technologies are constantly improving in a continuous fashion.
To reflect this and avoid the problems with a standard tech tree, I have created a tree that splits technologies into basic technologies and application technologies. Basic techs were already being used before I started working on this tree, and I saw that the idea could be expanded to almost all types of knowledge. The current form of the tech system is mostly my design, but many of the basic ideas came from other people. LGJ’s editing has improved the tree a lot, and I expect that the suggestions of other people will also be very helpful.
My main innovation was the structure of applications. Originally, Basic technologies served as RP multipliers for items on a standard tech chart. I saw that there would be many advantages to making applications have a prerequisite of a certain percentage of basic tech rather than another application. This solves the problems of complexity and flexibility that plague most tech trees. Rather than making a complex chain of applications, a thing is simply assigned a prerequisite of some percentage of one or more basic technologies. This makes it amazingly easy to modify the tech tree and add units. Now, we can allow other model leaders to give us a list of technologies that they want and easily put those technologies in the tree. With the normal tech tree type, we would have to force other people to use the technologies that we put in at the beginning. The current tech tree model is flexible enough to be easily changed by the Clash team and any scenario designer.
Description of the System
Basic techs are broad, contiguous techs that are defined as percentages from zero to a hundred. Zero percent represents no knowledge, 1% represents minimal knowledge, and 100% represents the highest level of publicly known application as of January 1, 2000. The scale is logarithmic, with each 10% increase representing approximately a doubling in knowledge or skill. This might not be entirely accurate, but it works for now and we can rescale it later.
Note that a basic tech like Mechanical Engineering is not just a set of theories and equations. The techs are also meant to represent experimentation, trials, prototypes, and the study of potential applications. So by Mechanical Engineering 50% your people have already drawn plans for a new type of machinery, built a prototype of that device, and figured out what it could be good for. At that point you get the message that some new thing is available. The practical part of things is already included in all of the techs. They are not just academic disciplines; they also represent the completed and tested plans for doing things.
Basic technology levels are increased by spending Research Points, or RP’s. These are generated by your civ, and the amount your civilization generates should grow constantly. Because the rate of knowledge growth is exponential and the rate of RP production is also close to exponential, the number of RP’s spent for an increase in percentage must also grow exponentially. Also, you must spend RP’s to keep your tech levels from falling. This represents the effort put into teaching the people your civ’s scientific, cultural, and technical knowledge. The amount of effort you put into education is proportional to the amount you know, so you have to spend RP’s based on the level of the tech.
So we have a differential equation of the form
dP=(RP-a(bP^n))(c/(eP)^m)
where a, b, c, e, n, and m are constants, P is the current percentage, dP is the change in that percentage every turn, and RP is the amount of RP's spent on the tech in one turn.
If RP is zero, the tech declines at a rate proportional to the level of the tech. If RP=xP, there is no growth. You can see that the input required to keep the tech level constant increases as the tech does, to simulate the greater amount of teaching required. In between these two, the decline is less rapid but still present. If the first term is greater than zero, then the tech rises, but the rate of the rise slows as the tech level increases.
Specific applications have percent prerequisites in one or more basic techs, as well as other possible requirements. For example, a Fission Power Plant would need something around Atomic Applications 80%, Architecture 65%, Chemistry 75%, Civil Engineering 60%, Mechanical Engineering 60%, and Access to Uranium. The exact percentages will have to be determined by playtesting.
The method of acquiring these basic techs is a matter that has been disputed. It has been said that these should be researched separately as individual technologies. I contend that this is entirely unnecessary and would lead to excessive micromanagement. There will be hundreds of basic techs, and requiring them to be researched separately would require an enormous amount of micromanagement. The research of the application is already included in the basic tech; it is not like you are jumping directly from theory to application.
LJG believes that there should be some randomness in the acquisition of these techs. I wanted them to be given automatically whenever the prerequisites are reached. I have come up with a possible compromise. Rather than simply having a computer generated random number decide if you get the tech, there is an "inventor window" starting about 5% before the tech prerequisites. During that window, the computer checks social conditions to see if you have a society that encourages invention. If you do, there is a large chance that the thing gets invented ahead of time. But if you have a repressive society, the thing will probably not get invented until you hit the prerequisite. This adds some randomness while still ensuring that the player will always get the thing at the prerequisite. It is also a way of rewarding the player for having a good society. For more information about how the “inventor window” system might work, look at my now-defunct thread, “Proposed Technology Modification,” from November 13, 1999. The information and a discussion about it is also in the middle of page 2 of the “Tech Research Chart 2” thread. I don’t know if the extra coding is worth it, but if everyone wants randomness in tech assignments this would do a good job of supplying it.
Basic technologies also have prerequisites. Prerequisites that have a percentage beside them are required prerequisites. You need the listed percentage of these technologies before you can get any farther in the tech. For example, you need 70% in your Biology tech before you can advance beyond 70% in agriculture. This is because 70% Biology represents Genetic Engineering, and agriculture beyond 70% needs genetically engineered crop plants.
Other technologies listed are simply helper techs that increase the rate at which you learn the tech. The rate increase is based on the percentage of the other technology; if you have a high percentage of a helper tech, you learn the technology faster. All prerequisites are also helper techs, so if you had 90% Biology your Agriculture tech would advance more quickly than if you only had 75% Biology. Applications can also have helper techs that are not required prerequisites. Also, it is possible for applications to have other applications as helper techs. For example, your Fission power plants are better if you also have other types of power plants.
Specifics
Some examples of applications are:
Abolishment of Slavery: Philosophy 50%, Religion 40%
Bow: Woodworking 5%
Capitalism: Economics 40%
Centralized Government: Government 15%
Composite Bow: Chemistry 15%
Conscription: Government 1%, Tactics 1%
Crossbow: Mechanical Engineering 25%
Despotism: Government 5%
Democracy: Government 60%, Philosophy 40%
Environmentalism: Ecology 50%
Feudalism: Government 30%
Fundamentalism: Government 30%, Religion 30%
Hand Grenades: Chemistry 40%
Human Rights: Philosophy 40%, Religion 30%
Leather Armor: Textiles 10%
Longsword: Metallurgy 35%
Mail Armor: Metallurgy 25%
Musket: Chemistry 30%, Metallurgy 30%
Plate Armor: Metallurgy 40%, Mechanical Engineering
Public Education: 30% in all core sciences, Government 50%
Representative Government: Government 50%, Philosophy 30%
Rifle: Chemistry 40%, Metallurgy 40%, Physics(Mechanics) 30%
Rights for Labor Class: Philosophy 30%, Religion 20%
Spear: Woodworking 2%, Metallurgy
Standing Army: Government 1%, Tactics 1%
Sword: Metallurgy 20%
Note that gaining the prerequisites for the application does not necessarily mean that you can use it instantly. Any item must be made using the productive capacity of your civ, and social applications like Public Education can only be implemented if your population agrees to it, based on the social model.
Tech Loss and Application Percentages
When you discover an application it is at 100% and you can use it normally. If you let the tech levels slide, the percentage of the application falls steadily so your ability to use the thing declines until it hits zero at which time you cannot use it at all. If the tech levels then rise again, the percentage goes back to 100%. As you research the prerequisites and helper techs that allowed you to get the thing in the first place, the application percentage grows, representing your increased knowledge about the thing. The application percentage for items or improvements can also grow as you manufacture that thing. This represents the greater knowledge of the thing that comes from practical experience.
Consider the application called Crossbow that needs Mechanical Engineering 30%. When Crossbows are invented, they are at 100%. If your Mechanical Engineering level then drops below 30%, the Crossbow level falls. At this point, you can still use any existing crossbows but cannot make any new ones. However, you have lost most of the knowledge of how to repair and maintain them, so the effectiveness of your crossbows decreases. The crossbow level drops steadily as long as the Mechanical Engineering tech is below 30%. If the crossbow level drops to 0%, all crossbows are now completely unworkable. All existing crossbows vanish and the knowledge is lost entirely. You must rediscover the knowledge to make any new crossbows.
But if you invest more into your tech and the Mechanical Engineering tech goes back up to 30%, the crossbow tech goes back to 100%. All existing crossbows are repaired and you can make new ones. If the Mechanical Engineering tech increases further, the application percentage also increases and is now above 100%. Your crossbows are more and more effective, and your army that is using them is more powerful. Note that the application tech level is linear, not logarithmic like the basic techs. There is an upper limit to the application techs; you cannot make crossbowmen that are more powerful than riflemen.
This should be reasonable and workable, as long as the player cannot directly influence these percentages. If the player has to micromanage hundreds of application percentages like these, the game will get so tedious it will be unplayable. The percentages are only influenced by the basic tech levels and the amount the thing is produced. They remain mostly invisible to the player.
Cultural Uniqueness
Another innovation in the tech model is the idea of a “Template Tech.” This is actually an application that changes its name, description, and icon based on the civ’s culture. “Culture” in this context more closely means, “Artistic and Religious preference.” It is chosen at the beginning of the game by the player and does not change. It has nothing to do with culture as defined by the social model. For example, the template tech “House of Worship” would be a cathedral for European cultures, a mosque for Arab cultures, a pagoda for Oriental cultures, and a temple for Native American cultures. The house of worship does exactly the same thing for all people and has exactly the same prerequisites, but it looks different so we don’t have a situation like the one in Civ 2 where the Japanese or Zulu have to build a cathedral to keep people happy.
The player never sees the generic name. It is simply a coding description. They would simply see a message like, “We can now build cathedrals” or “We can now build mosques.”
In the basic game, we should keep all things that come from template techs identical. That way, no race of people will have any kind of advantage. But we should give scenario designers the option of changing the things that come from template techs. For example, someone who made a 20th century scenario might want a template tech called, “World War 2 fighter.” If you played Americans this would give you a P-51, if you played Japanese this would give you a Zero, etc. As any military history buff knows, these planes were not identical. The scenario designer might want to give them slightly different statistics to reflect history. The ability to make these template techs lead to different things based on the civ would be a powerful design tool.
Basic Technologies: The Tech Tree
Agriculture
Determines the efficiency of your civ’s food production.
Prerequisites: 0%-X% Chemistry, Ecology, Geology, Mathematics
0%-69% Biology
70-X% Biology (70%)
Air Transportation
Allows you to construct airplanes and blimps.
Prerequisites: 0%-119% Physics-Mechanics (50%), Mechanical Engineering (50%)
120%-X% Electromagnetics (115%)
Architecture
Determines the quality and maximum size of your civ’s buildings
Prerequisites: 0%-X% Mathematics(5%), Civil Engineering
Art
Aids the progress of all social techs.
Prerequisites: None
Astronomy
Your civ’s knowledge of the heavens.
Prerequisites: 0%-9% Mathematics
10%-X% Mathematics (5%)
30%-X% Optics (20%)
70%-X% Computers (60%)
Atomic Applications
This tech determines your civ’s ability to harness atomic forces. I think that we could do without this one and only use Electromagnetics.
Prerequisites: 0%-X% Electromagnetics (70%)
Biology
Your civ’s knowledge of the structure of organisms.
Prerequisites: 0%-X% Mathematics, Chemistry
40%-X% Optics (30%)
70%-X% Computers (60%)
Ceramics
This is your civ’s ability to make ceramic items, mostly pottery. We might not need this one.
Prerequisites: None
Chemistry
Knowledge of the use and manipulation of chemical processes.
Prerequisites: 0%-29% Mathematics
30%-X% Mathematics (10%)
Civil Engineering
Your civ’s knowledge of the building and use of roads, sewers, power grids, water supply, etc.
Prerequisites: 0%-X% Mathematics (5%), Architecture
Communications
This represents the systems used to convey information. A higher level has the effect of making your civ more culturally homogenous.
Prerequisites: 0%-X% Government, Land Transportation, Water Transportation
40%-79% Electronics (30%)
80%-X% Computers (85%)
Computers
Hardware and software used to compute information. I originally wanted to have this include things like abacus and slide rule and not need electronics until 20%, but LGJ changed it to leave those out.
Prerequisites: 0%-X% Electronics (40%)
125%-X% Optics (110%)
Cybernetics
I don’t think this one is necessary. There will be few cyborg applications, and they can all be assigned prerequisites directly from other basic technologies.
Prerequisite: 0%-X% Biology (85%), Robotics (90%)
Diplomacy
Your ability to manipulate your people and deal with other governments.
Prerequisites: 0%-X% Communication, Government
Domestication
Increases farm production and the quality of your mounted units.
Prerequisites: 0%-X% Biology
Ecology
Your civ’s knowledge about environmental systems and animal behavior.
Prerequisites: 0%-X% Biology (20%), Geology (25%), Mathematics
Economics
Your civ’s knowledge of financial and economic systems. Allows you to tax more effectively. I would suggest adding Psychology as a helper tech.
Prerequisites: 0%-X% Mathematics (20%)
Electromagnetics
The branch of Physics that studies small particles and magnetic fields.
Prerequisites: 0%-X% Mathematics (60%), Physics-Mechanics (60%)
Electronics
Your civ’s ability to use electricity and electrical devices.
Prerequisites: 0%-X% Electromagnetics (60%), Metallurgy (60%)
Gaming
Represents the level and types of games/sports the civ has. Has the effect of making your population healthier and more intelligent.
Prerequisites: None
Geology
Your knowledge of the physical nature of the planet.
Prerequisites: 0%-24% Mathematics (1%)
25%-X% Physics-Mechanics (10%)
Government
Your civ’s knowledge of the art of managing the country. High levels of this tech result in more efficient administration and happier people.
Prerequisites: 0%-X% Communication, Psychology
Industrial Engineering
Any activity that increases the efficiency of the manufacturing and distribution processes. Makes production more efficient, especially when mass quantities are ordered. Gives more people access to goods that are produced.
Prerequisites: 0%-X% Economics
30%-X% Mechanical Engineering (45%), Economics
Land Transportation
Makes movement of goods and units more efficient.
Prerequisites: 20-119% Mechanical Engineering (10%)
120%-X% Electromagnetics (115%)
Literature
Aids the progress of all social techs. Makes your people more literate, as they have more incentive to read.
Prerequisites: 0%-X% Communication (15%)
Mapping and Navigation
LGJ thinks we don’t need this one. It increases the effectiveness of your military tactics and makes it less likely for units to become lost.
Prerequisites: 0%-X%, Mathematics, Electromagnetics, Computers
Masonry and Cement
This tech covers your ability to use brick, stone, and cement. It allows you to pave roads better and make stone or brick buildings better.
Prerequisites: 20%-X% Chemistry (35%), Ceramics (25%)
Mathematics
Aids the progress of all non-social technologies (Acts as an important helper tech for everything)
Prerequisites: None
Mechanical Engineering
Your civ’s ability to make machines and engines. LGJ thinks that this can be combined with Physics-Mechanics to form one tech. I disagree, and contend that this is an entirely different field of study.
Prerequisites: 0%-30% Woodworking (10%)
30%-80%Metallurgy(20%)
80%-X% Synthetics(10%)
Medicine
Your ability to provide medical care to the populace. A higher level automatically makes people healthier and increases life expectancy and population growth.
Prerequisites: 10-X% Biology (10%), Psychology
Metallurgy
Your ability to refine and use metals of all types.
Prerequisites: 0%-X% Chemistry, Mathematics
Meteorology
Your knowledge of weather. Allows you to predict some natural disasters.
Prerequisites: 0%-24% Mathematics (30%), Geology
25%-69% Electronics (40%), Geology
70%-X% Computers (70%), Space Transportation (50%), Geology
Music
Aids the progress of social techs. It might be unnecessary, as we already have an Art tech.
Prerequisites: None
Optics
Your ability to make glass and use it.
Prerequisites: 0%-X% Chemistry (35%), Mathematics
Philosophy
Prerequisites: 0%-X% Religion, Psychology
Physics-Mechanics
Your civ’s knowledge of gravity, motion, forces, and energy.
Prerequisites: 0%-X% Mathematics (20%)
Psychology
Your knowledge of the human mind.
Prerequisites: 0%-X% Ecology
Religion
Prerequisites: 0%-X% Philosophy
Resource Gathering
Your ability to hunt, fish, mine, and find any natural resource. Increases the effectiveness of any of these activities.
Prerequisites: 0%-X% Mathematics, Ecology, Geology
Robotics
I don’t think we need this one. Any Robot application can be directly traced back to the prerequisites listed here.
Prerequisite: 0-74% Electronics (30%), Mechanics (60%)
75-X% Computers (70%), Mechanics (60%)
Space Transportation
Your ability to send people and satellites into space.
Prerequisites: 0%-39% Electronics (50%), Air Transportation
40%-X% Computers (35%)
120%-X% Electromagnetics (115%)
Synthetics
Your civ’s ability to make artificial materials. This could possibly be combined with Ceramics.
Prerequisites: 0%-X% Chemistry (65%)
Textiles
Your ability to make and use fabric and leather.
Prerequisites: 0%-X% Mathematics
Theater
Makes people happier. We might be able to expand this to include television and movies.
Prerequisites: 0%-X% Literature (10%)
Water Transportation
Affects your ability to make boats and move goods by water.
Prerequisites: 0%-49% Woodworking (1%)
50%-120% Metallurgy (40%)
120%-X% Electromagnetics (115%)
Woodworking
Your ability to use wood and make paper.
Prerequisites: 0%-X% Mathematics
Military Techs
There is some debate about how many of these should be included and how they should operate. This information is tentative.
Logistics
Increases your ability to supply troops and keep them in the field. Makes military operations more efficient and reduces attrition.
0%-X% Industrial Engineering
Combat Engineering
Determines your ability to make field fortifications and besiege enemies
0%-X% Mechanical Engineering
Tactics
All tactics techs would have the same helper techs:
0%-X% Gaming, Mapping and Navigation
The tactics techs are:
Infantry Tactics (All foot soldier operations)
Mobile Tactics (Cavalry, Armor)
Air Tactics (Blimps, Planes, Helicopters)
Sea Tactics (All ships and boats)
Space Tactics (Satellites)
Combined Arms (Determines the ability of different branches of the military to work together)
These tactics techs might give a small bonus to armies of that type to represent the abilities of your unit commanders.
Additionally, the tactics you order could be applications with these tactics techs as prerequisites, such as:
Entrenchment: Infantry Tactics 30%
Encirclement: Infantry Tactics 20%, Mobile Tactics 30%, Combined Arms 15%
It is also possible that army types would have tactics techs as prerequisites:
Legion: Infantry Tactics 35%, Metallurgy 30%
I think that is everything. Let me know what you think.
[This message has been edited by Richard Bruns (edited January 29, 2000).]
[This message has been edited by Richard Bruns (edited February 27, 2000).]
Justification for Changes
In most tech trees, all techs are discrete units that are linked together by prerequisites. For a game with the depth and complexity of Clash, this would lead to many problems. The main one is complexity. A tech tree with hundreds of techs linked together would be difficult for the player to learn and very difficult to construct. It would also be vulnerable to bugs and gameplay problems. A similar problem is one of flexibility. Such a tree is very hard to adjust. It would make tech tree creation or modification very difficult for the Clash team and anyone who wanted to make a scenario.
Another problem is historical accuracy. In the normal tech tree, all knowledge comes in big chunks and never improves after you get it. Your metallurgy skill is the same in 2000 BC and 2000 AD. This is unrealistic. Historically, technologies are constantly improving in a continuous fashion.
To reflect this and avoid the problems with a standard tech tree, I have created a tree that splits technologies into basic technologies and application technologies. Basic techs were already being used before I started working on this tree, and I saw that the idea could be expanded to almost all types of knowledge. The current form of the tech system is mostly my design, but many of the basic ideas came from other people. LGJ’s editing has improved the tree a lot, and I expect that the suggestions of other people will also be very helpful.
My main innovation was the structure of applications. Originally, Basic technologies served as RP multipliers for items on a standard tech chart. I saw that there would be many advantages to making applications have a prerequisite of a certain percentage of basic tech rather than another application. This solves the problems of complexity and flexibility that plague most tech trees. Rather than making a complex chain of applications, a thing is simply assigned a prerequisite of some percentage of one or more basic technologies. This makes it amazingly easy to modify the tech tree and add units. Now, we can allow other model leaders to give us a list of technologies that they want and easily put those technologies in the tree. With the normal tech tree type, we would have to force other people to use the technologies that we put in at the beginning. The current tech tree model is flexible enough to be easily changed by the Clash team and any scenario designer.
Description of the System
Basic techs are broad, contiguous techs that are defined as percentages from zero to a hundred. Zero percent represents no knowledge, 1% represents minimal knowledge, and 100% represents the highest level of publicly known application as of January 1, 2000. The scale is logarithmic, with each 10% increase representing approximately a doubling in knowledge or skill. This might not be entirely accurate, but it works for now and we can rescale it later.
Note that a basic tech like Mechanical Engineering is not just a set of theories and equations. The techs are also meant to represent experimentation, trials, prototypes, and the study of potential applications. So by Mechanical Engineering 50% your people have already drawn plans for a new type of machinery, built a prototype of that device, and figured out what it could be good for. At that point you get the message that some new thing is available. The practical part of things is already included in all of the techs. They are not just academic disciplines; they also represent the completed and tested plans for doing things.
Basic technology levels are increased by spending Research Points, or RP’s. These are generated by your civ, and the amount your civilization generates should grow constantly. Because the rate of knowledge growth is exponential and the rate of RP production is also close to exponential, the number of RP’s spent for an increase in percentage must also grow exponentially. Also, you must spend RP’s to keep your tech levels from falling. This represents the effort put into teaching the people your civ’s scientific, cultural, and technical knowledge. The amount of effort you put into education is proportional to the amount you know, so you have to spend RP’s based on the level of the tech.
So we have a differential equation of the form
dP=(RP-a(bP^n))(c/(eP)^m)
where a, b, c, e, n, and m are constants, P is the current percentage, dP is the change in that percentage every turn, and RP is the amount of RP's spent on the tech in one turn.
If RP is zero, the tech declines at a rate proportional to the level of the tech. If RP=xP, there is no growth. You can see that the input required to keep the tech level constant increases as the tech does, to simulate the greater amount of teaching required. In between these two, the decline is less rapid but still present. If the first term is greater than zero, then the tech rises, but the rate of the rise slows as the tech level increases.
Specific applications have percent prerequisites in one or more basic techs, as well as other possible requirements. For example, a Fission Power Plant would need something around Atomic Applications 80%, Architecture 65%, Chemistry 75%, Civil Engineering 60%, Mechanical Engineering 60%, and Access to Uranium. The exact percentages will have to be determined by playtesting.
The method of acquiring these basic techs is a matter that has been disputed. It has been said that these should be researched separately as individual technologies. I contend that this is entirely unnecessary and would lead to excessive micromanagement. There will be hundreds of basic techs, and requiring them to be researched separately would require an enormous amount of micromanagement. The research of the application is already included in the basic tech; it is not like you are jumping directly from theory to application.
LJG believes that there should be some randomness in the acquisition of these techs. I wanted them to be given automatically whenever the prerequisites are reached. I have come up with a possible compromise. Rather than simply having a computer generated random number decide if you get the tech, there is an "inventor window" starting about 5% before the tech prerequisites. During that window, the computer checks social conditions to see if you have a society that encourages invention. If you do, there is a large chance that the thing gets invented ahead of time. But if you have a repressive society, the thing will probably not get invented until you hit the prerequisite. This adds some randomness while still ensuring that the player will always get the thing at the prerequisite. It is also a way of rewarding the player for having a good society. For more information about how the “inventor window” system might work, look at my now-defunct thread, “Proposed Technology Modification,” from November 13, 1999. The information and a discussion about it is also in the middle of page 2 of the “Tech Research Chart 2” thread. I don’t know if the extra coding is worth it, but if everyone wants randomness in tech assignments this would do a good job of supplying it.
Basic technologies also have prerequisites. Prerequisites that have a percentage beside them are required prerequisites. You need the listed percentage of these technologies before you can get any farther in the tech. For example, you need 70% in your Biology tech before you can advance beyond 70% in agriculture. This is because 70% Biology represents Genetic Engineering, and agriculture beyond 70% needs genetically engineered crop plants.
Other technologies listed are simply helper techs that increase the rate at which you learn the tech. The rate increase is based on the percentage of the other technology; if you have a high percentage of a helper tech, you learn the technology faster. All prerequisites are also helper techs, so if you had 90% Biology your Agriculture tech would advance more quickly than if you only had 75% Biology. Applications can also have helper techs that are not required prerequisites. Also, it is possible for applications to have other applications as helper techs. For example, your Fission power plants are better if you also have other types of power plants.
Specifics
Some examples of applications are:
Abolishment of Slavery: Philosophy 50%, Religion 40%
Bow: Woodworking 5%
Capitalism: Economics 40%
Centralized Government: Government 15%
Composite Bow: Chemistry 15%
Conscription: Government 1%, Tactics 1%
Crossbow: Mechanical Engineering 25%
Despotism: Government 5%
Democracy: Government 60%, Philosophy 40%
Environmentalism: Ecology 50%
Feudalism: Government 30%
Fundamentalism: Government 30%, Religion 30%
Hand Grenades: Chemistry 40%
Human Rights: Philosophy 40%, Religion 30%
Leather Armor: Textiles 10%
Longsword: Metallurgy 35%
Mail Armor: Metallurgy 25%
Musket: Chemistry 30%, Metallurgy 30%
Plate Armor: Metallurgy 40%, Mechanical Engineering
Public Education: 30% in all core sciences, Government 50%
Representative Government: Government 50%, Philosophy 30%
Rifle: Chemistry 40%, Metallurgy 40%, Physics(Mechanics) 30%
Rights for Labor Class: Philosophy 30%, Religion 20%
Spear: Woodworking 2%, Metallurgy
Standing Army: Government 1%, Tactics 1%
Sword: Metallurgy 20%
Note that gaining the prerequisites for the application does not necessarily mean that you can use it instantly. Any item must be made using the productive capacity of your civ, and social applications like Public Education can only be implemented if your population agrees to it, based on the social model.
Tech Loss and Application Percentages
When you discover an application it is at 100% and you can use it normally. If you let the tech levels slide, the percentage of the application falls steadily so your ability to use the thing declines until it hits zero at which time you cannot use it at all. If the tech levels then rise again, the percentage goes back to 100%. As you research the prerequisites and helper techs that allowed you to get the thing in the first place, the application percentage grows, representing your increased knowledge about the thing. The application percentage for items or improvements can also grow as you manufacture that thing. This represents the greater knowledge of the thing that comes from practical experience.
Consider the application called Crossbow that needs Mechanical Engineering 30%. When Crossbows are invented, they are at 100%. If your Mechanical Engineering level then drops below 30%, the Crossbow level falls. At this point, you can still use any existing crossbows but cannot make any new ones. However, you have lost most of the knowledge of how to repair and maintain them, so the effectiveness of your crossbows decreases. The crossbow level drops steadily as long as the Mechanical Engineering tech is below 30%. If the crossbow level drops to 0%, all crossbows are now completely unworkable. All existing crossbows vanish and the knowledge is lost entirely. You must rediscover the knowledge to make any new crossbows.
But if you invest more into your tech and the Mechanical Engineering tech goes back up to 30%, the crossbow tech goes back to 100%. All existing crossbows are repaired and you can make new ones. If the Mechanical Engineering tech increases further, the application percentage also increases and is now above 100%. Your crossbows are more and more effective, and your army that is using them is more powerful. Note that the application tech level is linear, not logarithmic like the basic techs. There is an upper limit to the application techs; you cannot make crossbowmen that are more powerful than riflemen.
This should be reasonable and workable, as long as the player cannot directly influence these percentages. If the player has to micromanage hundreds of application percentages like these, the game will get so tedious it will be unplayable. The percentages are only influenced by the basic tech levels and the amount the thing is produced. They remain mostly invisible to the player.
Cultural Uniqueness
Another innovation in the tech model is the idea of a “Template Tech.” This is actually an application that changes its name, description, and icon based on the civ’s culture. “Culture” in this context more closely means, “Artistic and Religious preference.” It is chosen at the beginning of the game by the player and does not change. It has nothing to do with culture as defined by the social model. For example, the template tech “House of Worship” would be a cathedral for European cultures, a mosque for Arab cultures, a pagoda for Oriental cultures, and a temple for Native American cultures. The house of worship does exactly the same thing for all people and has exactly the same prerequisites, but it looks different so we don’t have a situation like the one in Civ 2 where the Japanese or Zulu have to build a cathedral to keep people happy.
The player never sees the generic name. It is simply a coding description. They would simply see a message like, “We can now build cathedrals” or “We can now build mosques.”
In the basic game, we should keep all things that come from template techs identical. That way, no race of people will have any kind of advantage. But we should give scenario designers the option of changing the things that come from template techs. For example, someone who made a 20th century scenario might want a template tech called, “World War 2 fighter.” If you played Americans this would give you a P-51, if you played Japanese this would give you a Zero, etc. As any military history buff knows, these planes were not identical. The scenario designer might want to give them slightly different statistics to reflect history. The ability to make these template techs lead to different things based on the civ would be a powerful design tool.
Basic Technologies: The Tech Tree
Agriculture
Determines the efficiency of your civ’s food production.
Prerequisites: 0%-X% Chemistry, Ecology, Geology, Mathematics
0%-69% Biology
70-X% Biology (70%)
Air Transportation
Allows you to construct airplanes and blimps.
Prerequisites: 0%-119% Physics-Mechanics (50%), Mechanical Engineering (50%)
120%-X% Electromagnetics (115%)
Architecture
Determines the quality and maximum size of your civ’s buildings
Prerequisites: 0%-X% Mathematics(5%), Civil Engineering
Art
Aids the progress of all social techs.
Prerequisites: None
Astronomy
Your civ’s knowledge of the heavens.
Prerequisites: 0%-9% Mathematics
10%-X% Mathematics (5%)
30%-X% Optics (20%)
70%-X% Computers (60%)
Atomic Applications
This tech determines your civ’s ability to harness atomic forces. I think that we could do without this one and only use Electromagnetics.
Prerequisites: 0%-X% Electromagnetics (70%)
Biology
Your civ’s knowledge of the structure of organisms.
Prerequisites: 0%-X% Mathematics, Chemistry
40%-X% Optics (30%)
70%-X% Computers (60%)
Ceramics
This is your civ’s ability to make ceramic items, mostly pottery. We might not need this one.
Prerequisites: None
Chemistry
Knowledge of the use and manipulation of chemical processes.
Prerequisites: 0%-29% Mathematics
30%-X% Mathematics (10%)
Civil Engineering
Your civ’s knowledge of the building and use of roads, sewers, power grids, water supply, etc.
Prerequisites: 0%-X% Mathematics (5%), Architecture
Communications
This represents the systems used to convey information. A higher level has the effect of making your civ more culturally homogenous.
Prerequisites: 0%-X% Government, Land Transportation, Water Transportation
40%-79% Electronics (30%)
80%-X% Computers (85%)
Computers
Hardware and software used to compute information. I originally wanted to have this include things like abacus and slide rule and not need electronics until 20%, but LGJ changed it to leave those out.
Prerequisites: 0%-X% Electronics (40%)
125%-X% Optics (110%)
Cybernetics
I don’t think this one is necessary. There will be few cyborg applications, and they can all be assigned prerequisites directly from other basic technologies.
Prerequisite: 0%-X% Biology (85%), Robotics (90%)
Diplomacy
Your ability to manipulate your people and deal with other governments.
Prerequisites: 0%-X% Communication, Government
Domestication
Increases farm production and the quality of your mounted units.
Prerequisites: 0%-X% Biology
Ecology
Your civ’s knowledge about environmental systems and animal behavior.
Prerequisites: 0%-X% Biology (20%), Geology (25%), Mathematics
Economics
Your civ’s knowledge of financial and economic systems. Allows you to tax more effectively. I would suggest adding Psychology as a helper tech.
Prerequisites: 0%-X% Mathematics (20%)
Electromagnetics
The branch of Physics that studies small particles and magnetic fields.
Prerequisites: 0%-X% Mathematics (60%), Physics-Mechanics (60%)
Electronics
Your civ’s ability to use electricity and electrical devices.
Prerequisites: 0%-X% Electromagnetics (60%), Metallurgy (60%)
Gaming
Represents the level and types of games/sports the civ has. Has the effect of making your population healthier and more intelligent.
Prerequisites: None
Geology
Your knowledge of the physical nature of the planet.
Prerequisites: 0%-24% Mathematics (1%)
25%-X% Physics-Mechanics (10%)
Government
Your civ’s knowledge of the art of managing the country. High levels of this tech result in more efficient administration and happier people.
Prerequisites: 0%-X% Communication, Psychology
Industrial Engineering
Any activity that increases the efficiency of the manufacturing and distribution processes. Makes production more efficient, especially when mass quantities are ordered. Gives more people access to goods that are produced.
Prerequisites: 0%-X% Economics
30%-X% Mechanical Engineering (45%), Economics
Land Transportation
Makes movement of goods and units more efficient.
Prerequisites: 20-119% Mechanical Engineering (10%)
120%-X% Electromagnetics (115%)
Literature
Aids the progress of all social techs. Makes your people more literate, as they have more incentive to read.
Prerequisites: 0%-X% Communication (15%)
Mapping and Navigation
LGJ thinks we don’t need this one. It increases the effectiveness of your military tactics and makes it less likely for units to become lost.
Prerequisites: 0%-X%, Mathematics, Electromagnetics, Computers
Masonry and Cement
This tech covers your ability to use brick, stone, and cement. It allows you to pave roads better and make stone or brick buildings better.
Prerequisites: 20%-X% Chemistry (35%), Ceramics (25%)
Mathematics
Aids the progress of all non-social technologies (Acts as an important helper tech for everything)
Prerequisites: None
Mechanical Engineering
Your civ’s ability to make machines and engines. LGJ thinks that this can be combined with Physics-Mechanics to form one tech. I disagree, and contend that this is an entirely different field of study.
Prerequisites: 0%-30% Woodworking (10%)
30%-80%Metallurgy(20%)
80%-X% Synthetics(10%)
Medicine
Your ability to provide medical care to the populace. A higher level automatically makes people healthier and increases life expectancy and population growth.
Prerequisites: 10-X% Biology (10%), Psychology
Metallurgy
Your ability to refine and use metals of all types.
Prerequisites: 0%-X% Chemistry, Mathematics
Meteorology
Your knowledge of weather. Allows you to predict some natural disasters.
Prerequisites: 0%-24% Mathematics (30%), Geology
25%-69% Electronics (40%), Geology
70%-X% Computers (70%), Space Transportation (50%), Geology
Music
Aids the progress of social techs. It might be unnecessary, as we already have an Art tech.
Prerequisites: None
Optics
Your ability to make glass and use it.
Prerequisites: 0%-X% Chemistry (35%), Mathematics
Philosophy
Prerequisites: 0%-X% Religion, Psychology
Physics-Mechanics
Your civ’s knowledge of gravity, motion, forces, and energy.
Prerequisites: 0%-X% Mathematics (20%)
Psychology
Your knowledge of the human mind.
Prerequisites: 0%-X% Ecology
Religion
Prerequisites: 0%-X% Philosophy
Resource Gathering
Your ability to hunt, fish, mine, and find any natural resource. Increases the effectiveness of any of these activities.
Prerequisites: 0%-X% Mathematics, Ecology, Geology
Robotics
I don’t think we need this one. Any Robot application can be directly traced back to the prerequisites listed here.
Prerequisite: 0-74% Electronics (30%), Mechanics (60%)
75-X% Computers (70%), Mechanics (60%)
Space Transportation
Your ability to send people and satellites into space.
Prerequisites: 0%-39% Electronics (50%), Air Transportation
40%-X% Computers (35%)
120%-X% Electromagnetics (115%)
Synthetics
Your civ’s ability to make artificial materials. This could possibly be combined with Ceramics.
Prerequisites: 0%-X% Chemistry (65%)
Textiles
Your ability to make and use fabric and leather.
Prerequisites: 0%-X% Mathematics
Theater
Makes people happier. We might be able to expand this to include television and movies.
Prerequisites: 0%-X% Literature (10%)
Water Transportation
Affects your ability to make boats and move goods by water.
Prerequisites: 0%-49% Woodworking (1%)
50%-120% Metallurgy (40%)
120%-X% Electromagnetics (115%)
Woodworking
Your ability to use wood and make paper.
Prerequisites: 0%-X% Mathematics
Military Techs
There is some debate about how many of these should be included and how they should operate. This information is tentative.
Logistics
Increases your ability to supply troops and keep them in the field. Makes military operations more efficient and reduces attrition.
0%-X% Industrial Engineering
Combat Engineering
Determines your ability to make field fortifications and besiege enemies
0%-X% Mechanical Engineering
Tactics
All tactics techs would have the same helper techs:
0%-X% Gaming, Mapping and Navigation
The tactics techs are:
Infantry Tactics (All foot soldier operations)
Mobile Tactics (Cavalry, Armor)
Air Tactics (Blimps, Planes, Helicopters)
Sea Tactics (All ships and boats)
Space Tactics (Satellites)
Combined Arms (Determines the ability of different branches of the military to work together)
These tactics techs might give a small bonus to armies of that type to represent the abilities of your unit commanders.
Additionally, the tactics you order could be applications with these tactics techs as prerequisites, such as:
Entrenchment: Infantry Tactics 30%
Encirclement: Infantry Tactics 20%, Mobile Tactics 30%, Combined Arms 15%
It is also possible that army types would have tactics techs as prerequisites:
Legion: Infantry Tactics 35%, Metallurgy 30%
I think that is everything. Let me know what you think.
[This message has been edited by Richard Bruns (edited January 29, 2000).]
[This message has been edited by Richard Bruns (edited February 27, 2000).]
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