Wow, that looks impressive. I especially think that the "Create Civ" option looks impressive, since it allows you to devolve power to colonies and do other fun stuff.
Several comments on technology:
There are two ways we need diplomacy to affect tech. The first is to generate RP´s for an existing technology, which should be fairly straightforward, generating RP based on the success of diplomacy or spying.
The second is to activate a new technology. Normally a tech is activated when required technologies reach a certain level, but it is possible to activate the tech before that, and then continue to apply RP normally. For now, I say that the diplomacy model should allow any tech to be activated by trade or theft, and then let the tech model numbers handle whether the civ can do anything with it.
Then there is the issue of how tech will impact diplomacy. I am worried about this model´s use of "eras", since such things are not defined in the rest of the game, as far as I know. What the tech model does provide for is Applications, which are any action that the civ wants to undertake. These are turned on individually, rather than being activated all at once by a big era change. So rather than basing the ability to plant moles on some big vague thing, the ability to plant moles is directly determined by the knowledge of a certain technology. I think that this is more flexible and easy to manage. A civ that really wants to plant moles can direct research to this and discover how to do it, even if they still have only a medieval knowledge of most other things.
Check out the Application section of the tech model for more information. If you give a list of Applications the diplomacy model uses and a quick description of when they should turn on, I can easily add them to the tech tree.
Several comments on technology:
There are two ways we need diplomacy to affect tech. The first is to generate RP´s for an existing technology, which should be fairly straightforward, generating RP based on the success of diplomacy or spying.
The second is to activate a new technology. Normally a tech is activated when required technologies reach a certain level, but it is possible to activate the tech before that, and then continue to apply RP normally. For now, I say that the diplomacy model should allow any tech to be activated by trade or theft, and then let the tech model numbers handle whether the civ can do anything with it.
Then there is the issue of how tech will impact diplomacy. I am worried about this model´s use of "eras", since such things are not defined in the rest of the game, as far as I know. What the tech model does provide for is Applications, which are any action that the civ wants to undertake. These are turned on individually, rather than being activated all at once by a big era change. So rather than basing the ability to plant moles on some big vague thing, the ability to plant moles is directly determined by the knowledge of a certain technology. I think that this is more flexible and easy to manage. A civ that really wants to plant moles can direct research to this and discover how to do it, even if they still have only a medieval knowledge of most other things.
Check out the Application section of the tech model for more information. If you give a list of Applications the diplomacy model uses and a quick description of when they should turn on, I can easily add them to the tech tree.
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