Hi Krenske:
I think the system can handle most of what you're looking for. It may be that we just need to put in several different application levels of musket before you get to rifle. My rule of thumb in the previous tech stuff that I have done is that if something is twice as good as its predecessor then it should be a technology (now called application). So in your case where you say there's a factor of 6-10 times, all we need is two or three technologies that were the most significant along that line, and allow each to improve by some amount, say by 50%-100% through use. (For example, it may be that the evolving version of the old technology is every bit as good as the new technology, but that the new one is significantly cheaper) How much a particular technology can achieve through evolution rather than revolution is something that I'm sure LGJ and Richard will rely on the main model guys to provide. So would you like to get together with Harli and flesh out your particular example a little bit, and we can see how it works in this proposed system?
Remember, you are extremely focused on the military area. One thing every 20 turns doesn't seem like much to manage. But there will be something like 50 basic technologies. Specifically handling each technological advancement in everything (and I believe they are mostly as dense the military ones) gives you something like two technologies per turn. I can see the player yawning already. Admittedly a lot of it will be handled more automatically than the military stuff. But still we're probably talking about one significant thing happening everyturner or to. And there will be a Lot more turns then in civ. by the way, your agriculture example missed whole areas of improvements in agricultural techniques such as several different levels of crop rotation schemes, new plant species like the potato that revolutionized agriculture in parts of the world, etc.
Jumps in improvements still happen in the system when an application is discovered that makes old ones obsolete! There will be a lot more big jumps then there are in civ. There probably just won't be as many jumps as you would ideally like. Perhaps if the system runs on automatic very well we could even accommodate the density of technology change that you have in mind. But only the people who are really into this stuff will care. For everyone else a list of 15 things in one particular area that happen over a few hundred turns will all blur together IMO.
I think the system can handle most of what you're looking for. It may be that we just need to put in several different application levels of musket before you get to rifle. My rule of thumb in the previous tech stuff that I have done is that if something is twice as good as its predecessor then it should be a technology (now called application). So in your case where you say there's a factor of 6-10 times, all we need is two or three technologies that were the most significant along that line, and allow each to improve by some amount, say by 50%-100% through use. (For example, it may be that the evolving version of the old technology is every bit as good as the new technology, but that the new one is significantly cheaper) How much a particular technology can achieve through evolution rather than revolution is something that I'm sure LGJ and Richard will rely on the main model guys to provide. So would you like to get together with Harli and flesh out your particular example a little bit, and we can see how it works in this proposed system?
Remember, you are extremely focused on the military area. One thing every 20 turns doesn't seem like much to manage. But there will be something like 50 basic technologies. Specifically handling each technological advancement in everything (and I believe they are mostly as dense the military ones) gives you something like two technologies per turn. I can see the player yawning already. Admittedly a lot of it will be handled more automatically than the military stuff. But still we're probably talking about one significant thing happening everyturner or to. And there will be a Lot more turns then in civ. by the way, your agriculture example missed whole areas of improvements in agricultural techniques such as several different levels of crop rotation schemes, new plant species like the potato that revolutionized agriculture in parts of the world, etc.
Jumps in improvements still happen in the system when an application is discovered that makes old ones obsolete! There will be a lot more big jumps then there are in civ. There probably just won't be as many jumps as you would ideally like. Perhaps if the system runs on automatic very well we could even accommodate the density of technology change that you have in mind. But only the people who are really into this stuff will care. For everyone else a list of 15 things in one particular area that happen over a few hundred turns will all blur together IMO.
. Let me propose a simplifying assumption, and then you can both shoot at me... For each technology there are a list of helper techs, and each one has a strength and level associated with it. So a prerequisite might be Agriculture 45% (2x). The 45% is simply the average between the minimum competence level and the guaranteed knowledge level. So suppose this were the only prerequisite. As we get close to 45% the "inventor window" would open, and we would get a chance to attain the technology. 45% would be the trip point above which it would become increasingly likely that we would get it. I haven't defined the ranges where the "inventor window" turns on and where the Tech is automatically achieved, because I think they should depend on the strength of the prerequisite(s). I'll leave the math for another time, but essentially missing a high leverage helper technology would result in a much later opening of the inventor window than missing a less important helper technology by the same percentage. In this way, exactly how much a helper technology is important plays a role in defining when you are likely to get it. Essentially, I am using the strength of the prerequisite to determine the spread between your minimum competence level and guaranteed knowledge level.
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