Tech Tree Discussion

Galactic Era

x92
Quantum Batteries

x93

x94

x95

x96

x97
Star Federation

x98
Miniaturization

x99
Superluminal Theory

x100
FTL Broadband (Faster Than Light )

x101
Comet Mining

x102

x103
Hypersense

x104

x105
Galactic Warfare

x106
SpaceTime Broadbrand

x107
Galactic Stock Exchange

x108
Invention Matrix

x109
Discovery Sphere

x110
Supernova Harvesting
 
Yeah I was thinking the same thing. Infact I was thinking of moving Mass Media over too.

In IR Transistor leads to Computers, Guided Missiles, Molecular Biology and Television.

I think our Guided Weapons is analogous to their Guided Missiles. However out Guided Weapons requires Semiconductors (among other techs). So I think it may be best to leave it as it is.

How should Molecular Biology be? There are a lot of related techs around that part of the tree such as Biological Warfare, Modern Healthcare, Genetics and Ecology. These should be linked in some way to Molecular Biology. We also have Organic Chemistry a bit earlier than that too.

So something like ...

Transistors
Required Techs: Electronics AND Assembly Line
Location: X68 Y13
Cost: Same as Electronics

Television
Required Techs: Transistors AND Motion Pictures
Location: X69 Y13
Cost: Same as Mass Media

Mass Media
Required Techs: Television AND Pop Art
Location: X70 Y13

This sound good?

EDIT: Oh yeah and what about computers? Change their Electronics requirement to Transistors? So like ...

Computers
Required Techs: Modern Physics AND Transistors

So I was talking with my dad who knows a great deal about electronics and pointed out that transistors ARE semiconductors. In addition computers and televisions could exit without transistors. They can be run on vacuum tubes. So I am going to remove Transistors and move some stuff around so it make more sense.
 
Then the following techs should require buildings before you can study them:-
  • Horse Domestication should require the buildings Horse Herd or Horse Hunter's Camp.
  • Camel Domestication should require the buildings Camel Herd or Camel Hunter's Camp.
  • Elephant Domestication should require the buildings Elephant Herd or Elephant Hunter's Camp.

is it possible to have buildings required for techs:wow:?
I once heard it isn't but who knows what you guys all changed :D
If its possible, i love it! However, you need a "placeholder" Tech that can be researched if you researched all other techs but dont have the buildings for the remaining techs..
 
is it possible to have buildings required for techs:wow:?
I once heard it isn't but who knows what you guys all changed :D
If its possible, i love it! However, you need a "placeholder" Tech that can be researched if you researched all other techs but dont have the buildings for the remaining techs..

It's not. A tech is a team-wide thing. Where would the building have to be?
 
It's not. A tech is a team-wide thing. Where would the building have to be?
There are quite some buildings that have a team wide effect (wonders usually).
Anyway, I added something that can be used for that some time ago:
A building can give you a specific tech when you finish constructing it and that tech can be used as prerequisite for other techs (and you can't research it).
 
A lot of recent suggestions have been good, BUT we need to be careful not to overfill the late modern era so that it winds up way more tech-dense than any other period...

The Modern era only has 64 techs at the moment. Prehistoric has 88 with all the new stuff that has been added there. Medieval is the narrowest at 36.

I was also thinking Tri-Gate Transistor might be a good candidate for pushing to the Transhuman Era. Transhuman is only 49 techs right now.
 
The Modern era only has 64 techs at the moment. Prehistoric has 88 with all the new stuff that has been added there. Medieval is the narrowest at 36.

I was also thinking Tri-Gate Transistor might be a good candidate for pushing to the Transhuman Era. Transhuman is only 49 techs right now.
I don't think any such very specific technology that is not a breakthrough in what can be achieved should be a C2C tech.
 
It's not. A tech is a team-wide thing. Where would the building have to be?

However it is available in vanilla BtS and the doco suggests you only need one somewhere in any city of the team.

PS the Dr put me on some new medication for my asthma but no one pointed out that in vary rare cases it wont let you sleep. I am not driving for 12hrs without a good 8hrs beforehand no matter what the emergency. I got a whole 2 hrs last night :(
 
I don't understand the purpose of the Soft-Hammer Percussion, Chopping, Piercing, and Scraping techs. Are they part of a specific project?
 
I don't understand the purpose of the Soft-Hammer Percussion, Chopping, Piercing, and Scraping techs. Are they part of a specific project?

The "Nomadic Start" option will be using these. It has not even been discussed how nomads will work so a great deal of the tech tree devoted to it was, in hindsight, a knee jerk reaction. Those techs will likely increase the nomadic return from plots.
 
@Vokarya

So I have been looking at some techs from Realism Invictus and I wondered how you would convert them to C2C.

- Rudder
- Food Preservation
- Patent Rights
- Armor Plating
- Minority Rights
- Television

I have some what of an idea for the last one but I am unsure if Transistors would be needed too. And how do they differ from Semiconductors?

I was thinking about these a little more, and I don't think we need the Armor Plating tech. Armor Plating is a pure naval technology that's a step up from Steam Engine, and I think that our Screw Propeller fills that niche. As long as our armored ships require a Steel resource, we are good there. RI's Industrial ships are:
  • Steam Power: Ironclad Frigate, Paddlesteamer
  • Armor Plating: Armored Cruiser, Gunboat, Ironclad
  • Steel Hull: Escort, Freighter, Light Cruiser, Pre-Dreadnought
  • Torpedoes: Torpedo Boat
  • Naval Ballistics: Dreadnought
  • Targeting System: Battlecruiser, Battleship, Submarine
  • Radar: Attack Submarine, Corvette, Destroyer, Nuclear Submarine
  • Power Projection: Carrier, Transport
I don't see that adding Armor Plating (or Steel Hull for that matter) would really add anything. We have almost all these units already, although we are missing the Armored Cruiser and Light Cruiser.

Patent Rights and Minority Rights are good technologies, but I'm not sure how to get them hooked into the rest of the Tech Tree. Patent Rights leads to Bessemer Converter and Nitroglycerine in RI. I think Bessemer Converter is just an attempt to split the Steel technology into a LOT of little techs, and Nitroglycerine leads to Machine Guns (our Semi-Automatic Weapons) and Modern Chemistry (our Organic Chemistry). I think that's covered, so it needs to lead into something else. I also don't see a lot of pure economic/governmental technologies in the Industrial Era to lead into. Constitution, Corporation, and Stock Brokering are all Renaissance Era. Except for maybe Industrialism, I don't really see an economic tech until Derivatives in the Modern Era. I may have to think about this in much more detail.

Minority Rights should offer some civic choices, but RI doesn't have it lead into any other tech. I was thinking about a Cultural Diversity technology for the Modern Era (possibilities include a Woodstock Wonder).
 
Minority Rights should offer some civic choices, but RI doesn't have it lead into any other tech. I was thinking about a Cultural Diversity technology for the Modern Era (possibilities include a Woodstock Wonder).

Would certainly fit with the diplomacy stuff I am working on. It would change what asimulation of a indiginous peoples village into your civ means.
 
Would certainly fit with the diplomacy stuff I am working on. It would change what asimulation of a indiginous peoples village into your civ means.

Minority Rights is Industrial Era, though. Will Envoys work with barbarian cities? I find them springing up as I conquer the world and leave razed cities behind--my current game is Transhuman Era. I haven't gotten to the point where I want to resettle the land yet; it's a weird situation because there is a hole in the available units. Once Mechanized Infantry becomes available, there isn't a unit that:
  • is eligible for the City Garrison promotion line
  • upgrades to Special Infantry/Tesla Infantry

I usually mix them for my late-game City Garrisons, and in the late Modern/early Transhuman era, that means there is not a proper city defender that can upgrade into it. The other ground units (Modern Marine, Modern Paratrooper, etc.) all upgrade to Dropship.
 
@Vokarya

Here are some vague ideas.

Patent Rights
Required Techs: Corporations ?
Location: X50 Y15
Cost: Same as Corporations

Emancipation
Required Techs: Railroad ?
Location: X Y
Cost: Same as ?

Women's Suffrage
Required Techs: Industrialism ?
Location: X Y
Cost: Same as ?

Minority Rights
Required Techs: Labor Union AND Mass Media ?
Location: X Y
Cost: Same as ?

Obviously Emancipation outs it at the Civil War period and Women's Rights not too long after. Minority Right would be a more modern era tech for the Civil Rights movement.

What do you think?
 
The Modern era only has 64 techs at the moment. Prehistoric has 88 with all the new stuff that has been added there. Medieval is the narrowest at 36.

I was also thinking Tri-Gate Transistor might be a good candidate for pushing to the Transhuman Era. Transhuman is only 49 techs right now.

I don't think any such very specific technology that is not a breakthrough in what can be achieved should be a C2C tech.

The concept of the Tri-Gate is sound but I do agree that a specific invention should not be in C2C. Multiple-Layer Transistors/Miniature Transistors is another matter though as it's not a specific patent and sounds like a good evolving of transistors until Quantum Computers/Quantum Transistors.

Cheers
 
How about introducing optical computers somewhere along the way? Also a promising field and a bit more fundamental then a new generation of still semiconductor based tech.

I think we could furthermore use a neurobiology tech somewhere before brain machine interface.
It could give increased health from hospitals to give it something on its own, and maybe an increased anti crime bonus for the asylum.
My reason for this is: The pure technical aspect of a brain machine interface is no problem for our current level of semiconductor electronics. On a lab scale integration of neural cells into microcircuits has already been done. But the problem is knowing where to make the conenction in a living brain.
 
Like i mentioned before we need to expand Techs to the Transhuman Era, and introduce some "Art" Techs since Art doesnt all of a sudden stop in the Modern Era. There is a coule of gaps in the Transhuman Era techwise..for example we dont have a full immersive vitural reality tech or Augmented Reality .

Also I would like to see more late Medival/ Rennassiance techs to slow down the pace from medieval to industrial.

I am thinking of
Digital Art (Late Modern) similar to virtualparadox.com and large digital Wallpapers and 3d sculptures.


Transmedia (Early transhuman) (Actually a real thing, news from multiple formats and sources.

Utopian Art (Late Transhuman) (Humans beleive because of medical advancements and robotics we are going to enter a utopia world and artists are making Utopian themed art.

x74
Neurobiology
Digital Art

X78 group
Cloud Computing
Digital Currency
Contemporary Cars


x79
Augmented Reality
Ultraminiturized Transitors


x80
Photo Realistic Animation
Super Rechargeable Batteries (wireless electricity can later give bonuses to this buildings)
Transmedia Art
Spoiler :
http://en.wikipedia.org/wiki/Transmedia_storytelling


x82
Teraherz Microprocessor
Magnetoresistive RAM
Contact Lens Displays (computer in your retina)


x83

Holographic Electronics



x84
Petabyte Broadband

x85
Full Immersion Virtual Reality

x86
Utopian Art
Instant Crime Analysis (Minority Report)
New Species Design (like the game Spore)

x89
Zettahertz Microprocessor
Robotic Rights


x91
Exabyte Broadband
 
Lights Mod

Each Tech will give + 25 % worker speed

1. Torch Lighting (Prehistoric)
Building:

2. Oil Lamps
Building:

3. Gas Lighting
Building:

4. Incandescent Lighting (Industrial)
Building:

5. Fluorescent Lighting (Late Industrial)
Building:

6. LED Lighting (Late Modern)
Building:

7. Bioluminescence Lighting (Middle Trans-human)"
Building:
Easier to build cities underwater and we can "make beleive" that this type of lighting improves energy levels pyscologically

8. Photon Lighting (Middle Galactic Era)

Easier to see ships in space visually




Science (Wonders)
Linnaean Classification System (Renaissance)
Periodic Table of Elements
 
1. Torch Lighting
(x14,Y13 - Prehistoric)
Prerequisites: Fire Making AND Warfare AND Portable Shelter
Required for: Boat Building AND Chiefdom



Buildings Enabled:

1. +25% Worker Speed

2. Night Pathfinder
+2 Experience Points to Wanderers
+1 Experience Points to Trappers
+1 Experience Points to Hunters
Obsolete with Road Building
Spoiler :
With the invention of the Torch, scouts and hunters were able to travel in the nighttime without the need of relying only on daylight.

3. Relay Races
+ 1:culture:
Obsolete with Athletics
 
Top Bottom