Let me dig up something I proposed a while ago in several e-mails:
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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.
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My idea would allow the player themselves to set the cultural standards. If they don't care about economic or civilian applications and need a way to fend off a horde of barbarians, then they can put a lot into Military Applications. This way they get what they need.
I think it wouldn't be too complex to give everything a tech prerequisite and an applications prerequisite. That way the thing comes when there is both technological ability and need, as defined by player priorities.
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My idea was to have that level of [cultural] usefulness be represented by a value; the level of your Application techs. These techs determine your ability to use what you found by being a prerequisite for things. Your ability to research application techs would be influenced by the wishes of your people, so if they didn't want war it would be harder to research Military Applications.
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What do you think? Perhaps we can fix things so that the basic tech requirements will be obtained come before the application tech requirements. That way the player's decisions about applications techs determine the applications they get at a certain time in the game. If we do this, the player can have more control over application techs and less control over basic techs.
Comments?
Application Percentages: I suggest we ditch them. Loss and improvement can both be handled without them.
Inventors: Mark's idea of simply giving a bonus for invention would work, but how would you be able to analyze the relative strength of units or the relative ability of civs? Comparing basic techs woult not give an accurate comparison in this case. YOu would have to chack every application individually. I would suggest that inventing something simply allows you to get it earlier. From then on, its effectiveness is determined by basic techs only, with no seperate percentage for applications.
Mark: The fuss in my post was a listing of the problems associated with application percentages as we were defining them. Read it again and consider how complex and confusing it would be to the player who is not familiar with our discussion. The system is amazingly complex and gives little benefit to anything. I was hoping that I could sign the death warrant of application percentages.
Future Techs: I was considering Far Future (anything after 2050) to be something like a modpack that your game data goes into instantly. I actually suggested a while ago that it have a different tech chart. So it wouldn't bother me if we let LGJ do whatever he wants there.
Individual Techs
I suppose we could have the two techs:
Mechanical Engineering and Classical Physics
Electromagnetic Theory and Applications
Indistrial Engineering and Managemant are basically the same thing. They are both ways of improving the efficiency of any industrial process. The Government tech can take any public sector application of Management.
[This message has been edited by Richard Bruns (edited February 02, 2000).]
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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.
---
My idea would allow the player themselves to set the cultural standards. If they don't care about economic or civilian applications and need a way to fend off a horde of barbarians, then they can put a lot into Military Applications. This way they get what they need.
I think it wouldn't be too complex to give everything a tech prerequisite and an applications prerequisite. That way the thing comes when there is both technological ability and need, as defined by player priorities.
---
My idea was to have that level of [cultural] usefulness be represented by a value; the level of your Application techs. These techs determine your ability to use what you found by being a prerequisite for things. Your ability to research application techs would be influenced by the wishes of your people, so if they didn't want war it would be harder to research Military Applications.
---
What do you think? Perhaps we can fix things so that the basic tech requirements will be obtained come before the application tech requirements. That way the player's decisions about applications techs determine the applications they get at a certain time in the game. If we do this, the player can have more control over application techs and less control over basic techs.
Comments?
Application Percentages: I suggest we ditch them. Loss and improvement can both be handled without them.
Inventors: Mark's idea of simply giving a bonus for invention would work, but how would you be able to analyze the relative strength of units or the relative ability of civs? Comparing basic techs woult not give an accurate comparison in this case. YOu would have to chack every application individually. I would suggest that inventing something simply allows you to get it earlier. From then on, its effectiveness is determined by basic techs only, with no seperate percentage for applications.
Mark: The fuss in my post was a listing of the problems associated with application percentages as we were defining them. Read it again and consider how complex and confusing it would be to the player who is not familiar with our discussion. The system is amazingly complex and gives little benefit to anything. I was hoping that I could sign the death warrant of application percentages.
Future Techs: I was considering Far Future (anything after 2050) to be something like a modpack that your game data goes into instantly. I actually suggested a while ago that it have a different tech chart. So it wouldn't bother me if we let LGJ do whatever he wants there.
Individual Techs
I suppose we could have the two techs:
Mechanical Engineering and Classical Physics
Electromagnetic Theory and Applications
Indistrial Engineering and Managemant are basically the same thing. They are both ways of improving the efficiency of any industrial process. The Government tech can take any public sector application of Management.
[This message has been edited by Richard Bruns (edited February 02, 2000).]
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