Thread from the old BB
Tech. Tree - Should it be completely known?
by Mark Everson posted 4/6/99 12:45:55 PM
As I currently have the tech tree, it is known exactly what technolgies/advances are prerequisites for which
others. Both the govt (player) and the people contribute to tech research. The people's contribution depends on
the culture, merchant connections to other cultures, and tax rate among other things.
In Clash v0.05 I already have a random factor so you never know exactly when a tech will be ready (read
accepted by your culture enough for it to be used). I am planning on one interesting twist. If the govt or people
feel threatened seriously enough to risk something new, it can accelerate the acceptance of an innovation
dramatically.
My question for the group is if the exact structure of the tech tree should be known to the player? Clearly rulers
in the past didn't know which areas would lead to gunpowder weapons (or that such things even could exist) My
question is, would it be fun, or a pain, for the player to be in some doubt as to the best path to take to get to
gunpowder, for instance? Alternatively you might have to take several shots at gunpowder before it "takes".
In Master of Orion the tech tree works such that the player may not be able to develop X technology itself.
These random blocks really make the game more fun IMO because you can't always follow the same old route
on the tech tree.
>I think that technolocical advances should be much more directly linked to what is happening in the nation than in
other games of this type. F.e. in Civ2 it´s just as easy for the Mongols, sitting in the middle of Asia, to research
Seafaring as Horseback Riding, if they so choose, which is very illocical. So, if a player builds f.e. a dockyard or
engages in some kinds of sea activites, he should get bonuses in researching navigational technologies. IMHO,
actually engaging in some activity sould be required before the player could research it. This is more locical to
me, it has always struck me as dumb in other games that you can research something without any prior
experince in that field, this sounds to me like the egg is teaching the hen and not the other way around as it
should be.
>
Hi Hrafnkell,
This situation will be addressed to some extent already by what I have in mind... I have thought that until the modern age, what the people are doing will have more effect on tech than what the government does. The importance of the people's activity in trying new things can, of course, be encouraged or more likely Harmed by the govt in various ways... For instance the extensive use of slavery by the Romans probably killed any realistic chance for them to use labor-saving mechanical devices. Also If the people are taxed too heavily they will have no surplus with which to experiment, killing innovation. Hostility to merchants, who can help bring in new ideas, will also lead to poor results IMHO. More despotic forms of government will also tend to reduce innovation.
So in direct response to the Mongols on Seafaring It would take them a loooong time. However if they conquered Korea, say, they could certainly be able to pick up the notion of seafaring. The "need" for them to try and subjugate the Japanese would give them some reason to be open to the notion of seafaring as a useful thing...
Another problem in Civ is of civs being able to pick up technologies for which they have none of the prerequisites... I don't think it is realistic to have people with renaissance technology building Bombers! The easiest way to take care of this is to rigidly enforce prerequisite technologies, and maybe even enforce a small waiting period like 5 turns for every "link" in the technology chain. This would prevent our renaissance dudes from getting a pile of tech from a benefactor civ and Immediately being able to build bombers.
However, one thing I think Civ is too strict on is in the lack of diffusion of technology. It is Very difficult to prevent knowledge from seeping across borders for very long. Diffusion would certainly increase with trade, emigration of skilled labor, and of course by spying.
Tech. Tree - Should it be completely known?
by Mark Everson posted 4/6/99 12:45:55 PM
As I currently have the tech tree, it is known exactly what technolgies/advances are prerequisites for which
others. Both the govt (player) and the people contribute to tech research. The people's contribution depends on
the culture, merchant connections to other cultures, and tax rate among other things.
In Clash v0.05 I already have a random factor so you never know exactly when a tech will be ready (read
accepted by your culture enough for it to be used). I am planning on one interesting twist. If the govt or people
feel threatened seriously enough to risk something new, it can accelerate the acceptance of an innovation
dramatically.
My question for the group is if the exact structure of the tech tree should be known to the player? Clearly rulers
in the past didn't know which areas would lead to gunpowder weapons (or that such things even could exist) My
question is, would it be fun, or a pain, for the player to be in some doubt as to the best path to take to get to
gunpowder, for instance? Alternatively you might have to take several shots at gunpowder before it "takes".
In Master of Orion the tech tree works such that the player may not be able to develop X technology itself.
These random blocks really make the game more fun IMO because you can't always follow the same old route
on the tech tree.
>I think that technolocical advances should be much more directly linked to what is happening in the nation than in
other games of this type. F.e. in Civ2 it´s just as easy for the Mongols, sitting in the middle of Asia, to research
Seafaring as Horseback Riding, if they so choose, which is very illocical. So, if a player builds f.e. a dockyard or
engages in some kinds of sea activites, he should get bonuses in researching navigational technologies. IMHO,
actually engaging in some activity sould be required before the player could research it. This is more locical to
me, it has always struck me as dumb in other games that you can research something without any prior
experince in that field, this sounds to me like the egg is teaching the hen and not the other way around as it
should be.
>
Hi Hrafnkell,
This situation will be addressed to some extent already by what I have in mind... I have thought that until the modern age, what the people are doing will have more effect on tech than what the government does. The importance of the people's activity in trying new things can, of course, be encouraged or more likely Harmed by the govt in various ways... For instance the extensive use of slavery by the Romans probably killed any realistic chance for them to use labor-saving mechanical devices. Also If the people are taxed too heavily they will have no surplus with which to experiment, killing innovation. Hostility to merchants, who can help bring in new ideas, will also lead to poor results IMHO. More despotic forms of government will also tend to reduce innovation.
So in direct response to the Mongols on Seafaring It would take them a loooong time. However if they conquered Korea, say, they could certainly be able to pick up the notion of seafaring. The "need" for them to try and subjugate the Japanese would give them some reason to be open to the notion of seafaring as a useful thing...
Another problem in Civ is of civs being able to pick up technologies for which they have none of the prerequisites... I don't think it is realistic to have people with renaissance technology building Bombers! The easiest way to take care of this is to rigidly enforce prerequisite technologies, and maybe even enforce a small waiting period like 5 turns for every "link" in the technology chain. This would prevent our renaissance dudes from getting a pile of tech from a benefactor civ and Immediately being able to build bombers.
However, one thing I think Civ is too strict on is in the lack of diffusion of technology. It is Very difficult to prevent knowledge from seeping across borders for very long. Diffusion would certainly increase with trade, emigration of skilled labor, and of course by spying.
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