ChrTh
Happy Yule!
We've radically changed the mechanic, so I've started a new thread here. I'm leaving the originals intact for reference/historical purposes.
A New Tech Tree Mechanic for Civilization 5
Last updated: 6/7/07
This thread was inspired by this thread by dh_epic
The philosophy of the system was best expressed by Mxzs here
[index to be created]
Objective
The goal of this thread is to provide a new Tech Tree system for Civilization 5. The following characteristics must be incorporated:
Note on the Discussion
While the system being developed herein is for Civilization 5, it is necessary that Civilization 4 be the game that is referenced in detailing it (since I have yet to develop my future predictive powers to such an extent). Therefore references to Civilization Traits, Civics, Specific Techs, Promotions, etc., are based on how Civilization 4 currently uses them.
Note on Numbers
I am neither a modder nor a game developer. As a result, I am incapable of applying numbers to situations in the discussion. Therefore, you'll frequently see "X%" or "requires Y lightbulbs" or "modifier is SUM(Xc/Yc), where Xc is the number of citizens in a city and Yc is the distance of the city from the Capital". I apologize if you hate algebra, but I see no way around it at this juncture in the system's development; playtesting will be required to determine what most of the numbers should be.
Gameplay Options
The following options will be provided to the player at the start screen
A New Tech Tree Mechanic for Civilization 5
Last updated: 6/7/07
This thread was inspired by this thread by dh_epic
The philosophy of the system was best expressed by Mxzs here
[index to be created]
Objective
The goal of this thread is to provide a new Tech Tree system for Civilization 5. The following characteristics must be incorporated:
- The complexity of the system (as seen by the Player) must not be substantially greater than the current (Civ 4) Tech Tree.
- The system must be set up in such a way that historical idiosyncracies, such as early inventions (Steam Turbine in 1st Century AD, DaVinci) as well as Dark Ages are possible but do not imbalance the game.
- The system must allow research on multiple techs at the same time to simulate real-world behavior of discovery.
- The system must contain an underlying Tech Tree so that players will have the option not to use the new system (since the new system is different enough that it may turn off old fans of the game, hurting sales of Civilization 5).
Note on the Discussion
While the system being developed herein is for Civilization 5, it is necessary that Civilization 4 be the game that is referenced in detailing it (since I have yet to develop my future predictive powers to such an extent). Therefore references to Civilization Traits, Civics, Specific Techs, Promotions, etc., are based on how Civilization 4 currently uses them.
Note on Numbers
I am neither a modder nor a game developer. As a result, I am incapable of applying numbers to situations in the discussion. Therefore, you'll frequently see "X%" or "requires Y lightbulbs" or "modifier is SUM(Xc/Yc), where Xc is the number of citizens in a city and Yc is the distance of the city from the Capital". I apologize if you hate algebra, but I see no way around it at this juncture in the system's development; playtesting will be required to determine what most of the numbers should be.
Gameplay Options
The following options will be provided to the player at the start screen
- Classic Tech Tree -- turns off this system and uses original system
- Modern Era Tech Tree -- Once a Modern Era Tech is Adopted, the game reverts to the Classic Tech Tree for the remainder of the game. This option is available for those who want a more stable Space Race (see below for more info) Also considering the possibility of the adoption of Computers allowing you to choose which Tech is being examined in each branch
- Automated Tech Advisor -- when a Tech is discovered, the Tech Advisor will give options for pursuing the Tech further; this will minimize micromanagement of the techs for those who do not wish to do so. Those who do not want the assistance (i.e. prefer to micromanage) can turn off the Advisor. (Note that if the Advisor is on, micromanagement is still available to the player)
- Always War -- In Always War games, any War modifiers do not exist