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.
This thread is being spun off of this one in order to make discussion easier (since that thread really described two different mechanisms).
Mxzs did a great job summarizing the philosophy of this system here.
Last Updated: June 7th, 2007
Gameplay Mechanics: Discovery
Prerequisites/Influencers
Techs can have Prerequisites and Influencers.
Prerequisites must be Adopted before the Tech can be Discovered. If a Prerequisite is Abandoned, dependent Techs receive a Abandoned Prereq modifier.
Influencers do not have to be Adopted or even Discovered, however, doing so will make it more likely to discover and easier to adopt.
Because of the existence of Influencers, Techs will no longer have funnelled prereqs. For example: Guilds (Economics) requires Machinery (Manufacturing) as an Influencer. Since Metal Casting (Manufacturing) is a Prerequisite for Machinery, it is also considered an Influencer for Guilds.
If the Classic Tech Tree is turned on, all Influencers are considered Prerequisites for gameplay purposes.
Discovery of a Tech
As noted below, there are six branches on the Tech Tree. At most points in the game, a Tech is being 'examined' from each branch. The exceptions are when there are no techs remaining in the branch, or all the remaining techs in the branch require an unadopted prerequisite.
The specific tech being examined in a branch is chosen from the pool of all available Techs (that do not have unadopted prerequisites). The likelihood of a specific tech being examined is a factor of age (earlier techs are more likely to be examined) and influencers (techs that require an adopted influencer are more likely to be examined than one in which a influencer is not adopted). The Player does not sees what tech is being examined until he has adopted Scientific Method. If the prereq of an examined tech is abandoned, the examined tech is no longer examined (losing all of its discovery points) and a new tech is chosen from the branch pool.
The Tech being examined is randomly selected from the pool of all available (ie meets the prerequisites) Techs. All techs have the same base chance of being examined, with reductions based on Age (for example, -X% per Age later than the current one ... so in the Ancient Age, you'd have -X% for a Classical Age Tech, -2X% for a Medieval Tech, etc.) and Lack of Known Influencers (formerly Soft Prerequisites) of -Y% per Influencer not known. So without Chemistry, it'd be harder to get Steam Power examined. Being in the Classical Age and not having Chemistry makes it much harder. But presuming you have the prereqs, it's not impossible.
Only one branch receives discovery points per turn. This is necessary to prevent a Civ discovering six techs in the same turn (and then having a huge wait for the next tech) and should do a better job of spacing out Tech Discovery.
The branch receiving the points is based on % chance. The % chance is influenced by two factors: What You Want, and What You Do
What You Want: Minimum of 10% per branch, so you can put max 50% in one. This is the player's choice.
What You Do: Everything you do in the game puts value towards one of the branches. X points per Bank towards Economics. Y points per Spearman towards Manufacturing. Z points per Plantation Worked towards Discovery. And so on. I had originally thought to have a declining value for each of these actions (i.e. build a Bank, get X points that turn, .8X the next turn, .6X the subsequent turn, etc.,), but then I realized that would allow for quick giant shifts in Civilization mentality (after five turns it wouldn't matter that you spent most of the game as a mercantile Civ, you could become a militaristic one). So everything sticks. [Note: Obviously this will require serious playtesting to determine proper values for X, Y, and Z]
Once the game calculates What You Do, then it determines how to apply What You Want as follows:
Let's say you have a perfectly balanced empire and you have 150 points per branch, for 900 points total. The %s you specified are then based off of 900 points. So, let's say you give 50% to Manufacturing and 10% to the rest (Alexander just declared War). So the odds of which branch gets discovery points this turn is:
33% (150 WYD + 450 WYW = 600/1800): Manufacturing
13.33% (150 WYD + 90 WYW = 240/1800): Everything else
So on average, you'd be putting Discovery Points into Manufacturing every 3 turns.
Every Tech has an X number of Discovery points that must be accumulated before it can be 'Discovered'. The more advanced the tech, the more Discovery points required. This will likely be tied into the Age of the Tech (For example, Ancient Techs requires 50 discovery points, Classical requires 100, etc.)
'Discovery points' are based on population (the more people in your empire, the more likely you are to invent something before modifiers). The formula 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 (how X and Y are generated, i.e. is X equal to the number of the city, is Y equal to tile distance, etc., is unknown at this time. Do not take the equation literally). The distance factor is in the game to prevent large spread-out empires from running away in the Tech Race, and reflects the reality that discoveries at the edge of your empire are unlikely to make their way back to the Capital. [Note: Forbidden Palace and Versailles will be factors as well for determining what Y is in the equation]
Discovery points are modified by the following:
Discovery points are calculated and allotted at the end of the Player's turn. A Discovery occurs at the beginning of the next turn. Because only one branch gets allotted each turn, you can never discover more than one tech (exceptions being Great People/Huts) in the same turn. However, it is feasible that you'll discover a tech a few turns in a row (never more than six, of course -- after which it might be awhile before you discover a new one).
Note: Research has NO EFFECT on Discovery of a Tech.
Once a Tech is discovered ... see the original thread
This thread is being spun off of this one in order to make discussion easier (since that thread really described two different mechanisms).
Mxzs did a great job summarizing the philosophy of this system here.
Last Updated: June 7th, 2007
Gameplay Mechanics: Discovery
Prerequisites/Influencers
Techs can have Prerequisites and Influencers.
Prerequisites must be Adopted before the Tech can be Discovered. If a Prerequisite is Abandoned, dependent Techs receive a Abandoned Prereq modifier.
Influencers do not have to be Adopted or even Discovered, however, doing so will make it more likely to discover and easier to adopt.
Because of the existence of Influencers, Techs will no longer have funnelled prereqs. For example: Guilds (Economics) requires Machinery (Manufacturing) as an Influencer. Since Metal Casting (Manufacturing) is a Prerequisite for Machinery, it is also considered an Influencer for Guilds.
If the Classic Tech Tree is turned on, all Influencers are considered Prerequisites for gameplay purposes.
Discovery of a Tech
As noted below, there are six branches on the Tech Tree. At most points in the game, a Tech is being 'examined' from each branch. The exceptions are when there are no techs remaining in the branch, or all the remaining techs in the branch require an unadopted prerequisite.
The specific tech being examined in a branch is chosen from the pool of all available Techs (that do not have unadopted prerequisites). The likelihood of a specific tech being examined is a factor of age (earlier techs are more likely to be examined) and influencers (techs that require an adopted influencer are more likely to be examined than one in which a influencer is not adopted). The Player does not sees what tech is being examined until he has adopted Scientific Method. If the prereq of an examined tech is abandoned, the examined tech is no longer examined (losing all of its discovery points) and a new tech is chosen from the branch pool.
The Tech being examined is randomly selected from the pool of all available (ie meets the prerequisites) Techs. All techs have the same base chance of being examined, with reductions based on Age (for example, -X% per Age later than the current one ... so in the Ancient Age, you'd have -X% for a Classical Age Tech, -2X% for a Medieval Tech, etc.) and Lack of Known Influencers (formerly Soft Prerequisites) of -Y% per Influencer not known. So without Chemistry, it'd be harder to get Steam Power examined. Being in the Classical Age and not having Chemistry makes it much harder. But presuming you have the prereqs, it's not impossible.
Only one branch receives discovery points per turn. This is necessary to prevent a Civ discovering six techs in the same turn (and then having a huge wait for the next tech) and should do a better job of spacing out Tech Discovery.
The branch receiving the points is based on % chance. The % chance is influenced by two factors: What You Want, and What You Do
What You Want: Minimum of 10% per branch, so you can put max 50% in one. This is the player's choice.
What You Do: Everything you do in the game puts value towards one of the branches. X points per Bank towards Economics. Y points per Spearman towards Manufacturing. Z points per Plantation Worked towards Discovery. And so on. I had originally thought to have a declining value for each of these actions (i.e. build a Bank, get X points that turn, .8X the next turn, .6X the subsequent turn, etc.,), but then I realized that would allow for quick giant shifts in Civilization mentality (after five turns it wouldn't matter that you spent most of the game as a mercantile Civ, you could become a militaristic one). So everything sticks. [Note: Obviously this will require serious playtesting to determine proper values for X, Y, and Z]
Once the game calculates What You Do, then it determines how to apply What You Want as follows:
Let's say you have a perfectly balanced empire and you have 150 points per branch, for 900 points total. The %s you specified are then based off of 900 points. So, let's say you give 50% to Manufacturing and 10% to the rest (Alexander just declared War). So the odds of which branch gets discovery points this turn is:
33% (150 WYD + 450 WYW = 600/1800): Manufacturing
13.33% (150 WYD + 90 WYW = 240/1800): Everything else
So on average, you'd be putting Discovery Points into Manufacturing every 3 turns.
Every Tech has an X number of Discovery points that must be accumulated before it can be 'Discovered'. The more advanced the tech, the more Discovery points required. This will likely be tied into the Age of the Tech (For example, Ancient Techs requires 50 discovery points, Classical requires 100, etc.)
'Discovery points' are based on population (the more people in your empire, the more likely you are to invent something before modifiers). The formula 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 (how X and Y are generated, i.e. is X equal to the number of the city, is Y equal to tile distance, etc., is unknown at this time. Do not take the equation literally). The distance factor is in the game to prevent large spread-out empires from running away in the Tech Race, and reflects the reality that discoveries at the edge of your empire are unlikely to make their way back to the Capital. [Note: Forbidden Palace and Versailles will be factors as well for determining what Y is in the equation]
Discovery points are modified by the following:
- Civilization traits. If you are predisposed to a tech tree branch due to your civilization traits, you receive a bonus X% discovery points when that branch is selected
- War. Unless Always War is selected, when you are in War you receive a bonus X% discovery points if the destination branch is one of the Military ones, or a minus X% discovery points if it is not
- ?
Discovery points are calculated and allotted at the end of the Player's turn. A Discovery occurs at the beginning of the next turn. Because only one branch gets allotted each turn, you can never discover more than one tech (exceptions being Great People/Huts) in the same turn. However, it is feasible that you'll discover a tech a few turns in a row (never more than six, of course -- after which it might be awhile before you discover a new one).
Note: Research has NO EFFECT on Discovery of a Tech.
Once a Tech is discovered ... see the original thread