Steph
Mar 31, 2008, 03:21 AM
With all the new units that have been released recently, and my flavourization of the civ for my mod, I've seen I'm not completly happy with the tech tree as it is. So I'll probably rework it a bit, and introduce more civ specific techs.
There are several levels of flavoured techs I'm thinking about.
- A tech can be specific to one civ, like "Kung-fu" that would allow building the Shaolin Temple, with autoproduction of unit. This tech should not be tradable. I can use a non-era tech "chinese" as prerequesite, so only China can built it.
- A tech can be specific to a group of civs, like "Christianism" that would allow the creation of Church and Cathedral (to make it different from a Mosquee if I want). Should this tech be tradable? If yes, a muslim country could become christian...
So my idea is to use "general techs", and "applied tech". General techs will be relatively expensive, and can be traded. "Applied tech" are inexpensive but not tradable, and require a general tech, and a non-era tech.
This way, "Christianism" could require the "Monotheism" general tech, and the "Christian non-era" tech.
As the number of building is limited, I should give "general techs" for building requirement (I cannot have a French church, English church, etc).
However, for units prerequesite, I could have as many techs as needed.
So, questions 1:
There are only 4 slots for the free techs (non-era).
So I could give each civ
- Civ specific tech "Chinese"
- Religious specific tech "Christian"
- Region specific tech "European"
What could be the 4th? I'm thinking I could use "Old world" and "new world tech".
This mean that the standard initial free techs would go.
I would also use a similar system for some modern units.
For instance, to decide if a civ can have nuclear subs or not, I will have a "nuclear power" and a "submarine" general techs (tradable, relatively expensive), and civ specific techs, like "Ohio class", requiring "nuclear power" and "submarine" and "American", or a "Kilo class", requiring "submarine" and "Russian", but not "nuclear power".
It can greatly increase the number of techs, but it can allow more customization between the civs I think.
I could even go further but I think it's not the place in an epic mod. I could make the "Kilo class" tradable, so only Russia could invent it, but then India could buy it to get its submarine (as it couldn't invent it alone).
So, questions 2: Do you think this idea of forcing a civ to trade is a good one? What happens if Russia is not available or refuse to trade? No sub for India :( ?
Last for now, I'm thinking about some cases, like the Aztec having no horse, or no iron weapons.
For iron, there are deposit in America, they just did not develop it. So Iron should not appear in Aztec land early.
First solution :
- Make two kinds of Iron, "old world" and "new world". The first one requires "Early Iron working", that requires the "old world" techs, and the second "late iron working" is available later (another era), and requires the "new world" tech. It works for Aztec
But it means if Europeans settle earlier in Aztec land, they will be able to spot their own iron, and use it to build it, but the "new world iron" will be visible only later. And will be useless.
So it doesn't seems right, at least for strategic resources. It could perhaps be useful for luxury resources, or bonus resources. Like only China can "discover" silk in the first era, the other civ can discover it in the second era.
Second solution:
- There is only one kind of Iron. However, "iron working" can be discovered only with "old world". But it is tradable. So the Aztec will be able to get iron working only from trade with a European civ.
Question 3: In that case, if I make iron working required for next era (for the European civ), will it be also required for Aztec (who cannot discover it, as it requires the "old world" non-era tech that they don't have? Or can they still move to the next era if they did not trade for the tech?
Also, if the Aztec civ is not able to trade the tech, there is the risk they arrive in the modern time with no iron, and are not able to build tanks.
Question 4:
Is the risk that this happen small enough to be used in game?
And now, feel free to debate the ideas. My goal being to have a tech tree that makes more sense for each civ.
There are several levels of flavoured techs I'm thinking about.
- A tech can be specific to one civ, like "Kung-fu" that would allow building the Shaolin Temple, with autoproduction of unit. This tech should not be tradable. I can use a non-era tech "chinese" as prerequesite, so only China can built it.
- A tech can be specific to a group of civs, like "Christianism" that would allow the creation of Church and Cathedral (to make it different from a Mosquee if I want). Should this tech be tradable? If yes, a muslim country could become christian...
So my idea is to use "general techs", and "applied tech". General techs will be relatively expensive, and can be traded. "Applied tech" are inexpensive but not tradable, and require a general tech, and a non-era tech.
This way, "Christianism" could require the "Monotheism" general tech, and the "Christian non-era" tech.
As the number of building is limited, I should give "general techs" for building requirement (I cannot have a French church, English church, etc).
However, for units prerequesite, I could have as many techs as needed.
So, questions 1:
There are only 4 slots for the free techs (non-era).
So I could give each civ
- Civ specific tech "Chinese"
- Religious specific tech "Christian"
- Region specific tech "European"
What could be the 4th? I'm thinking I could use "Old world" and "new world tech".
This mean that the standard initial free techs would go.
I would also use a similar system for some modern units.
For instance, to decide if a civ can have nuclear subs or not, I will have a "nuclear power" and a "submarine" general techs (tradable, relatively expensive), and civ specific techs, like "Ohio class", requiring "nuclear power" and "submarine" and "American", or a "Kilo class", requiring "submarine" and "Russian", but not "nuclear power".
It can greatly increase the number of techs, but it can allow more customization between the civs I think.
I could even go further but I think it's not the place in an epic mod. I could make the "Kilo class" tradable, so only Russia could invent it, but then India could buy it to get its submarine (as it couldn't invent it alone).
So, questions 2: Do you think this idea of forcing a civ to trade is a good one? What happens if Russia is not available or refuse to trade? No sub for India :( ?
Last for now, I'm thinking about some cases, like the Aztec having no horse, or no iron weapons.
For iron, there are deposit in America, they just did not develop it. So Iron should not appear in Aztec land early.
First solution :
- Make two kinds of Iron, "old world" and "new world". The first one requires "Early Iron working", that requires the "old world" techs, and the second "late iron working" is available later (another era), and requires the "new world" tech. It works for Aztec
But it means if Europeans settle earlier in Aztec land, they will be able to spot their own iron, and use it to build it, but the "new world iron" will be visible only later. And will be useless.
So it doesn't seems right, at least for strategic resources. It could perhaps be useful for luxury resources, or bonus resources. Like only China can "discover" silk in the first era, the other civ can discover it in the second era.
Second solution:
- There is only one kind of Iron. However, "iron working" can be discovered only with "old world". But it is tradable. So the Aztec will be able to get iron working only from trade with a European civ.
Question 3: In that case, if I make iron working required for next era (for the European civ), will it be also required for Aztec (who cannot discover it, as it requires the "old world" non-era tech that they don't have? Or can they still move to the next era if they did not trade for the tech?
Also, if the Aztec civ is not able to trade the tech, there is the risk they arrive in the modern time with no iron, and are not able to build tanks.
Question 4:
Is the risk that this happen small enough to be used in game?
And now, feel free to debate the ideas. My goal being to have a tech tree that makes more sense for each civ.