View Full Version : Civ Tech Tree


sigmakan
Jun 08, 2008, 10:44 PM
I posted this over on the offical Firaxis forums, but I figured this was a more appropriate place for it anyway since eventually this site will be the central discussion of CivRev strategies. I recorded all the techs available in the demo with what they do, how many beakers, and what you get for getting it first.

Alpha Version:
http://i12.photobucket.com/albums/a221/sigmakan/CivTechAlpha.jpg

Cost Version:
http://i12.photobucket.com/albums/a221/sigmakan/CivTechCost.jpg

One thing I noticed in my most recent game is that I think the bonuses that apply to every city also apply to cities founded after you got the bonus. This is HUGE, especially for the Irrigation bonus (+1 population). Beelining for this tech seems like a viable strategy, because getting it will help your growth immensely.

Also, I'm going to try and get some info on the advance techs that are still locked in the demo but it may be harder now with a new map(and Cleo doesn't start with Colussus :(). I'll try to keep you guys updated, but if anyone figures out info about the advance techs please post below.

Thanks!

vale
Jun 08, 2008, 11:22 PM
I don't remember everything exactly that was unlocked by these techs but the bonuses for first to:

corporation is +5 gold in each city
communism is -33% factory cost
mass production is a free modern infantry

You can get locked technologies by finishing the tech tree then discovering atlantis.

You should repost this in the new strategy and tips section also. Nice work.

sigmakan
Jun 08, 2008, 11:29 PM
I don't remember everything exactly that was unlocked by these techs but the bonuses for first to:

corporation is +5 gold in each city
communism is -33% factory cost
mass production is a free modern infantry

You can get locked technologies by finishing the tech tree then discovering atlantis.

You should repost this in the new strategy and tips section also. Nice work.

Yea I was trying to do the Atlantis thing, but I accidentally stumbled on the next to it while trying to backfill some techs and I ended up with worthless techs like Ceremonial Burial, Masonry and something else. Now I can't try that amazing Egypt start anymore because the map changed :(

EDIT: Oh I didn't realize there was a strategy section up already! If a mod could move this topic there that would be great!

Ginger_Ale
Jun 09, 2008, 05:05 AM
Moved, since is more about strategy.

I will try to update the site with this info soon, but thanks a lot! :)

Ferrum Rex
Jun 09, 2008, 05:36 PM
great job man. thanks. I found it a little hard to recognize the contents of the techs.( Im sure that would be fixed with a civilopedia though. )

holiday_hawk
Jun 11, 2008, 10:28 PM
i noticed that theres a lot more first to discover reward than on civ IV i thought that was pretty cool

Ginger_Ale
Jun 12, 2008, 08:11 PM
Hi sigmakan,

I have created the page for technologies based on the information in this chart (although it isn't public yet), but I am wondering when/if you plan to update this for all technologies (that is, do you plan on getting the game at a certain date?). Also, if anyone else has other technologies and their corresponding info and wants to post it here, that would be great. This chart has been really helpful. :goodjob:

the_ilest
Jun 14, 2008, 05:07 PM
the only one that i think you forgot was the the one that gives you the free airplane fighters, to bad i cant remember what it was called.

vale
Jun 14, 2008, 05:25 PM
That would be flight.

And advanced flight gives you bombers.

But they are locked in the demo and you are up to the whim of the RNG if you get them off of Oxford.

durecellrabbit
Jun 14, 2008, 06:07 PM
Democracy gives you a free Pikeman.

Krikkitone
Jun 15, 2008, 11:29 PM
Yes, Democracy and CoL can't give the free bonus in the demo because of the Romans and the Greeks being present.

PS has anyone figured out exactly how the Tech tree Works? ie what is required to unlock a specific tech (besides at least one of the Prerequisites, what aspect of chance is involved, etc.)

PaperBeetle
Jun 17, 2008, 04:58 PM
PS has anyone figured out exactly how the Tech tree Works? ie what is required to unlock a specific tech (besides at least one of the Prerequisites, what aspect of chance is involved, etc.)

Still a mystery to me. The manual says "It is possible to research a new technology as soon as you have researched at least one of its prerequisite techs. Researching a tech before you know all of its prerequisite techs increases the new tech's research time, however."
Both these statements appear to be incorrect. If we needed only one prereq to research a tech, a military win would require only two techs: Riding > Feudalism. As for the assertion about increased cost, I just got offered the "jump" from Alphabet straight to Literacy or Laws, and chose Literacy. The listed cost was 90 beakers. I then bought Writing from the AI, and the cost for Literacy remained at 90.

Krikkitone
Jun 17, 2008, 05:19 PM
Well I think
1. At least one prerequisite IS required
2. Techs probably require a specific ERA to be reached before they can be researched
3. There may be a chance element
4. More prerequisites probably increases the chance that you will be able to research a tech

Croc
Jun 18, 2008, 01:03 AM
I think it's one of the direct pre-requisites. So basically one of the techs that directly (not via another tech) link (white line) to the target tech .

I read somewhere it works on an OR method, not AND like previous civs. So like I said, only one of the direct pre-req's is required.

Krikkitone
Jun 18, 2008, 10:44 AM
Well its not ONLY or

ie Horseback Riding dosn't open up Feudalism even though it is directly linked

Sandman2512
Jun 18, 2008, 12:52 PM
In the tech tree there are different sections, for instance you start with access to the first section. I think to reach the next section, you need a technology from the section before that section. Then to research the individual technologys you need to have researched one of the technologys that is connected to it by a white arrow.

durecellrabbit
Jun 18, 2008, 01:16 PM
I was testing a bit earlier as the Greeks and Chinese. I got Irrigation every time after I research pottery. Construction sometimes needed just Masonary and others both techs. Maths needed boths techs every time. Horseback Riding never opened Feudalism. The Chinese writing opened up new techs while the Greeks democracy didn't. I'm leaning towards a chance everytime you get a pre-requisites provided the unlocked tech is in your current or past era group. I'll need to try leaving Horseback Riding until I get to the middle ages. Me getting Irrigation shows that some techs might be easier to unlock with one pre-requisites or that the RNG was having fun.

Krikkitone
Jun 18, 2008, 02:16 PM
It would make sense to do something like

Tech knowledge is acquired

Check Locked techs that the tech you just reseached connects to

IF Tech is in current or previous Era
Unlock tech with chance=# of Prerequisites known / # of Prerequisites tech has*

*Prerequisites might be Weighted here (probably based on how high level they are, or their cost)

That way
1. once all prerequisites are known the tech is unlocked
2. the tech will not be unlocked unless a prerequisite is researched

sigmakan
Jun 18, 2008, 03:43 PM
Hi sigmakan,

I have created the page for technologies based on the information in this chart (although it isn't public yet), but I am wondering when/if you plan to update this for all technologies (that is, do you plan on getting the game at a certain date?). Also, if anyone else has other technologies and their corresponding info and wants to post it here, that would be great. This chart has been really helpful. :goodjob:

Well at one point was planning on importing the game, but they wouldnt take my credit card so unfortunately I have to wait until July 8th to get the game. If someone else wants to finish up the techs then feel free to do so, but I'll probably be finishing up my spreadsheet once I get the game.

Ginger_Ale
Jun 18, 2008, 05:21 PM
That's no problem. A lot of people won't have the game until July 8th as well, so that information can wait. Thanks again.

Croc
Jun 19, 2008, 03:58 AM
Well its not ONLY or

ie Horseback Riding dosn't open up Feudalism even though it is directly linked

As I said, I think you have to have a direct prerequisite, that is, one from the previous "block" (there are 4 or 5 per block, not sure of the name for these blocks"

Krikkitone
Jun 19, 2008, 08:47 AM
OK, in that case you probably meant an 'advanced' or 'immediate' prerequisite. Horseback Riding would still be a 'direct' prerequisite as it doesn't go through anything else.

I could see that, I think the chance factor is still there (and # preq known/total # Prereq seems like the most sensible odds)

durecellrabbit
Jun 19, 2008, 07:53 PM
As I said, I think you have to have a direct prerequisite, that is, one from the previous "block" (there are 4 or 5 per block, not sure of the name for these blocks"

I've gotten techs two blocks ahead before.

Anfield
Jun 19, 2008, 09:38 PM
Hello everyone. Here's an excel file of the tech tree itself. It should serve as a nice visual companion to sigmakan's wonderful detail list. Perhaps when the full detail list is done, these two files can be combined into the definitive tech tree file!

Anfield
Jun 19, 2008, 09:39 PM
How can I upload this tech tree as an excel file or at least as a larger image?

Thunderfall
Jun 19, 2008, 09:56 PM
How can I upload this tech tree as an excel file or at least as a larger image?
You can click the thumbnail to see the full size image.

To upload an excel file, you can zip it first using a program such as 7zip (http://www.7-zip.org/)or WinZip, then attach to a post.

Anfield
Jun 19, 2008, 10:04 PM
Thanks for the tip. Here's a thread where i posted the zip file.

http://forums.civfanatics.com/showthread.php?t=279229

Widowmaker313
Jun 21, 2008, 07:48 PM
From what I've noticed inthedemo, you need the pre-requisite techs to unlock it. so for say, steam power you need invention, which requires engineering, which requires construction and mathematics,which both require (overall) iron working masonry and writing, and for those three you need, bronze working pottery and the alphabet.! it takes a while and you need to check out the tech planner fo' sho' :)

Widowmaker313
Jun 21, 2008, 07:49 PM
well,thats what i think at least

Anfield
Jun 21, 2008, 07:56 PM
Yeah. At some point I might put together a list containg the critical paths to certain key technologies. The critical path is a term for the path through a multi-stage project that consumes the least amount of resources. BTW, the excel file works best if you print it out as a one page tall, two pages wide landscape document. Just tape together the two pages and there's your tech tree.

Thunderfall
Jun 21, 2008, 10:02 PM
hey guys,

I just posted the full tech tree image to the gallery. You can see it by clicking the thumbnail below:


http://www.civfanatics.com/gallery/files/1/civrevtechtree.jpg (http://www.civfanatics.com/gallery/showimage.php?i=1758&original=1)

It doesn't contain any arrows... If someone could put the arrows in (doesn't look easy), that would be great. :)

Thunderfall
Jun 21, 2008, 11:42 PM
If you have the game, please help us fill in the missing pieces:

http://www.civfanatics.com/civrev/technologies

We don't have data for several of the technologies yet. You can either edit the page directly or post the missing/corrected info here. Thanks.

KAZUY4
Jun 22, 2008, 11:19 AM
Thank you Thunder :D

gdfsniper
Jun 23, 2008, 03:18 AM
The cost i am getting is different than the ones stated in your images. Is there any particular setting needed? I was on Warlord.

This is the missing information from the image based on my settings though.

Advanced Flight:
Cost = 2150
Atomic Theory:
Cost = 1270
FTD = +2 Science in every city
Communism:
Cost = 770
Electronics:
Cost = 1570
Available = Better chance of getting Guglielmo Marconi - Great Scientist as next great person.
FTD = +2 Trade in every city
Flight:
Cost = 1620
Available = Fighter
FTD = Fighter
Globalization:
Cost = 3400
Available = Better chance of getting Albert Schweitzer - Great Humanitarian as next great person
FTD = +500 Gold
Mass Media:
Cost = 1110
FTD = +1 Population in every city
Mass Production:
Cost = 880
Networking:
Cost = 2290
FTD = -50% cost of Universities
Nuclear Power:
Cost = 2150
FTD = +2 Production in every city
Space Flight:
Cost = 5860
Available = SS Fuel, SS Propulsion, SS Life Support, SS Habitation, Apollo Program
FTD = Entire World Revealed
Superconductor:
Cost = 6740
FTD = SDI
The Automobile:
Cost = 1780
FTD = Artillery
The Corporation:
Cost = 720

sigmakan
Jun 25, 2008, 12:51 PM
The difference in cost is going to depend on if all prereqs were researched first. I need to go through and recheck all of the beaker values because at the time I didn't realize that you could research a tech without all prereqs so I blindly assumed the values I had were correct. I'm not going to bother updating the sheet until I get the actual game. When I get it I'll spend all night getting it into its 'final' form haha.

RemoWilliams
Jun 25, 2008, 12:59 PM
It seems like, if you have a lot of science going (100s of beakers per turn), prerequisites are a lot less likely to hold you back from researching things that you have at least one prerequisite for.

I think the amount of science plays a huge factor in whether you are allowed to skip pre-reqs.

So, if that's true, at least it gives us an idea of what to shoot for, if not an exact gameplan.

gdfsniper
Jun 25, 2008, 04:11 PM
aye i have had that happen with me. When i had 1k+ of science I had about 12 techs available to try and research, as soon as I turned off my mega city it let me choose from 4.