Hydromancerx
C2C Modder
It has been proposed before that some techs get researched using
instead of
. However one could just flip the sliders from
to
when researching and not make a difference at all which you were using.
So I got to thinking, techs can be unlocked by buildings. And buildings can be produced by a city. That is in a way having
research a tech instead of
. Especially if the cost of the tech was set to something insanely cheap like 1
.
So that is one option to make some techs only researchable through
. But we want
not
. So lets say we set a tech to 1
and its enable by a building, but the building only cost 1
. A nearly instant tech right?
And we can give buildings restrictions to where they only unlock from specific factors. This is leading to a
requirement for a building. We don't have this yet, but this would seem doable that a cities
could be a requirement for a building. And in turn unlock a tech!
But then I thought well whats stopping us from giving all sorts of limitations such as a civic that unlocks a building for a tech or a resource that unlocks a building for a tech?
Heck we could even link it to the number of buildings you have, such as you need to build x number of labs before you can unlock a tech-building.
The possibilities seem endless. The question is, should we do it? It would be a lot of work and probably would break a lot of things.
What do you all think?
EDIT: At the very least perhaps we should have different buildings to be required for different tech types. For example ...
Quantum Physics = Req Physics Lab
Realism = Req Art Gallery
Mounted Archery = Req Fetcher + Stables
Ancient Medicine = Req Healer's Hut
You get the idea. Where there is at least one building produced before you can research the tech.
EDIT2: We could even in theory ink them to "Goods" since they are buildings too. Such as ...
Paper = Req Good (Scroll)
Steel = Req Good (Iron)




So I got to thinking, techs can be unlocked by buildings. And buildings can be produced by a city. That is in a way having



So that is one option to make some techs only researchable through





And we can give buildings restrictions to where they only unlock from specific factors. This is leading to a


But then I thought well whats stopping us from giving all sorts of limitations such as a civic that unlocks a building for a tech or a resource that unlocks a building for a tech?
Heck we could even link it to the number of buildings you have, such as you need to build x number of labs before you can unlock a tech-building.
The possibilities seem endless. The question is, should we do it? It would be a lot of work and probably would break a lot of things.
What do you all think?
EDIT: At the very least perhaps we should have different buildings to be required for different tech types. For example ...
Quantum Physics = Req Physics Lab
Realism = Req Art Gallery
Mounted Archery = Req Fetcher + Stables
Ancient Medicine = Req Healer's Hut
You get the idea. Where there is at least one building produced before you can research the tech.
EDIT2: We could even in theory ink them to "Goods" since they are buildings too. Such as ...
Paper = Req Good (Scroll)
Steel = Req Good (Iron)