Here I like talk about everthing that is or could be possible to do with trade goods in CTP2. We know the Civ3 ressource system, that only allows you to build a certain unit if you have a certain ressource available.
For example you need oil to build tanks. But here comes a question into my mind: Why should I event a technology like oil refining if I don't know what it is oil. So inventing oil fuiled tanks without knowing how to fuil them is stupid and actual impossible.
So my idea is if a civ controlls a certain good it gets an advance, let's say in the example above advance_oil that enables the advance oil refining and then you can build your tanks and maybe some other advances.
Another idea would be to make some other advances depending on the terrain that the civ owns. For example if you only own grassland, dessert and plain tiles it should be difficuilt for to find some stone to event stone working. But if you own some forest or jungle tiles than you should get the tech to event something like wood working instead of stone working to build huge constructions.
The consequences of implementing these ideas would be a radical change of the tech tree, even more radical as the modifications in Cradle or MedPack2. It is not just adding and removing some techs from the tree. Both mods still offer a conventional tech tree, it is still linear. In this tech tree you will be able to make "jumps" and really breakthrough, because you found the ultimate good that enabled the superior weapon technology. Of course also one of your opponents could invent it.
So the idea is that a player can't invent everything, espeacily if not every good is on the map. But there is another idea to prevent a civ to invent everything, for example if a civ already invented wood working why they should invent stone working, if it can already build huge constructions. And if you steal an advance that you shouldn't own then you get a message that this particular advance is absolutly useless to you, because you already know the great advance of XXX that enables already the great things.
As I said above that this will result a radical change of the tech tree actual a complete new tech tree, with the consequence of huge modifications not only in the advance.txt, but also in the buildings.txt, wonders.txt, units.txt, governments.txt....
The result will be a new mod, so far the project title is GoodMod2: The Mod of Good dependent advances
The gameplay of this mod would be total different from the other mods here, because your progress in technology would be nearly completly dependent on goods. The difficuilty level would be dependent on the good slider. More goods means in this case more techs and more techs means an easier game. The game would be also very random, depending on the goods on the map.
As there is so much to change and to add, the task is huge, therefore this thread to get your ideas and thoughts and of course your help, about all the enabling goods for the advances, what wonders should be in, units buildings, government...
-Martin
For example you need oil to build tanks. But here comes a question into my mind: Why should I event a technology like oil refining if I don't know what it is oil. So inventing oil fuiled tanks without knowing how to fuil them is stupid and actual impossible.
So my idea is if a civ controlls a certain good it gets an advance, let's say in the example above advance_oil that enables the advance oil refining and then you can build your tanks and maybe some other advances.
Another idea would be to make some other advances depending on the terrain that the civ owns. For example if you only own grassland, dessert and plain tiles it should be difficuilt for to find some stone to event stone working. But if you own some forest or jungle tiles than you should get the tech to event something like wood working instead of stone working to build huge constructions.
The consequences of implementing these ideas would be a radical change of the tech tree, even more radical as the modifications in Cradle or MedPack2. It is not just adding and removing some techs from the tree. Both mods still offer a conventional tech tree, it is still linear. In this tech tree you will be able to make "jumps" and really breakthrough, because you found the ultimate good that enabled the superior weapon technology. Of course also one of your opponents could invent it.

So the idea is that a player can't invent everything, espeacily if not every good is on the map. But there is another idea to prevent a civ to invent everything, for example if a civ already invented wood working why they should invent stone working, if it can already build huge constructions. And if you steal an advance that you shouldn't own then you get a message that this particular advance is absolutly useless to you, because you already know the great advance of XXX that enables already the great things.
As I said above that this will result a radical change of the tech tree actual a complete new tech tree, with the consequence of huge modifications not only in the advance.txt, but also in the buildings.txt, wonders.txt, units.txt, governments.txt....
The result will be a new mod, so far the project title is GoodMod2: The Mod of Good dependent advances
The gameplay of this mod would be total different from the other mods here, because your progress in technology would be nearly completly dependent on goods. The difficuilty level would be dependent on the good slider. More goods means in this case more techs and more techs means an easier game. The game would be also very random, depending on the goods on the map.
As there is so much to change and to add, the task is huge, therefore this thread to get your ideas and thoughts and of course your help, about all the enabling goods for the advances, what wonders should be in, units buildings, government...
-Martin
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