So. I've a little (and by "little", I mean "unbelievably huge and I'm unlikely to ever finish it") project and I've been a little too shy to share it to ask for input; mostly because it's pretty much all conceptual work, as some ideas for the mod only make it viable as a multiplayer mod. I still hope that MP modding will be an option someday, but so far, the whole idea is just present on paper. It doesn't help that some ideas can probably only be implemented using lua and the last time I had anything to do with programming of any sort was when I was in High School...
...but anyway.
The idea is pretty detailed actually, as I have a pretty clear idea how to substantially change pretty much every aspect of the game, from the way strategic resources are handled to the importance of science production to the way cities grow. In theory, I have everything thought out enough to create a simple early version. And with BNW giving me some more tools to play with, I decided to at least give it a try - even if I have to stick to single player (for now... hopefully). If my free time and abilities permit, I decided to start modding, step by step. And, I have to start somewhere.
Part of the project is a new tech tree. It is somewhat connected to some ideas I have for gameplay elements, but ssentially - I am planning the mod on an era-by-era basis, and the various bonuses can actually be easily redistributed among techs. I want a complete tech tree to have a framework to start with and add to, even if the first versions of the mod will probably be constrained to the first two-three eras.
What I want is:
1) a fairly detailed tree. My mod idea requires a lot of techs. Essentially, many techs will give passive bonuses, making the game a lot more "mix and match" than based upon steady growth in all areas.
2) making the tree as logical as I can. It's fine that some tech progression in unmodded Civ 5 is a big stretch or even quite silly for gameplay reasons (Wheel requiring Archery, Printing Press requiring Chivalry...), but I want to avoid that at all cost. This is actually one of my major concerns, and why I decided to share and ask for feedback!
3) few "chokepoints" in the tree. I don't want beelining to be TOO easy, but I want various parts of the to be fairly independent of each other, making it possible to go several tiers deep in one part of the tree without filling everything in.
4) simple and easy layout. I don't want tech paths to cross, overlap or otherwise be visually unclear. I really liked how logical the tech tree was in Civ 4 (although I consider Civ 5 to be a superior game) and it was one of my inspirations, but I don't want to include tech prerequisites from across the tech tree like Civ 4 did. Also, although it might be neat in some cases, I decided against introducing "either/or" prerequisites, the way e.g. Civilization Nights does.
5) some concepts are back as techs again from e.g. Civ 4. This is because government- or social structure-themed social policies will have tech prerequisites in my mod.
After a LOT of work and tweaking - there were times when I thought I'd made a pretty logical tech tree, only to realise things like "Steel doesn't require Fire" or some other silliness - I finally have something fairly satisfying. However, after doing and redoing the same thing over and over again I am probably missing some things. So I thought I'd provide a link to the tech tree. If any of y'all can spot something illogical, suggest an improvement, a way to rename a tech to make it fit better (when the original test has no business being there, being clumsily named or too narrow in scope), a tech that is missing and makes things look incomplete, a tech that could be reached too easily or without some obvious prerequisite (like the "Steel without Fire" I mentioned), or just about anything that could be changed or expanded upon (as long as it doesn't require starting from scratch - it really *is* tricky to make everything mesh together!), I would be happy to hear your feedback. Thanks in advance to anyone who takes the time to look!
Here's the link to the tree:
https://docs.google.com/drawings/d/1CT9Ux_G1l-57yH7aZg0mHfHawx7K63X7FtoeXH8hskk/edit
There are a few issues I am aware of, in no particular order:
1) Some techs that I either think should be there or I need for gameplay reasons are still missing (this is a work in progress, after all). They include Alphabet, Paper, among others. I'm sure I'm missing some others, too.
2) Some tech names are pretty much placeholders until I can figure out a better name, notably things like Advanced Weaponry.
3) The part of the tree including Masonry and Monument Building is not only separate from Construction/Engineering/Architecture part, but on the opposite end of the tree. I didn't find a way around that in the design I'm using. It doesn't bother me TOO much (it's likely the techs from one end of the tree will give bonuses to the buildings allowed by the other etc.), but I'm considering renaming some techs, if I can figure out a way how.
4) Same goes for Trench Warfare being far, far away from Gunpowder, Rifling and the technology that will essentially give access to machine guns. I am still on the fence on how illogical that is and whether it should be changed. Dropping Trench Warfare and what follows from it, or moving it to the top of the tree, is actually still doable, so I might do that.
5) Steel is VERY easily beelined. I am not sure if I want to keep it that way. If I have to, I will probably add another tech that is a prerequisite for Steel, and in turn has Metal Casting and Iron Working as prerequisites - that should be enough.
6) I am not happy with the Guilds-Gunpowder-Alchemy progression. I want to keep Alchemy (as a proto-chemistry, it WAS a major stepping stone towards scientific knowledge of today, especially in Arabic countries), but I originally envisioned it as leading to both Gunpowder and Chemistry (together with Scientific Method), independently. Currently I have trouble fitting that into the tree without crossing any branches, however.
7) Medicine requires Physics, for some reason... I need to change that (I'm considering swapping Machinery and Physics in the tree, and dropping Physics as a prerequisite to Medicine), but I still have some problems designing things so that they work. And I do want to keep Scientific Theory as a prereq to Physics.
8) Industrial and Modern eras are a very rough first draft. I will be happy to move around pretty much all techs within them, so unlike say, Ancient Era, I'll be happy with even suggestions of very drastic changes. As long as the tree remains coherent, it's all good.
I don't know if anyone's going to read my wall-of-text post, much less comment on the tree... but here's hoping some people do =).
...but anyway.
The idea is pretty detailed actually, as I have a pretty clear idea how to substantially change pretty much every aspect of the game, from the way strategic resources are handled to the importance of science production to the way cities grow. In theory, I have everything thought out enough to create a simple early version. And with BNW giving me some more tools to play with, I decided to at least give it a try - even if I have to stick to single player (for now... hopefully). If my free time and abilities permit, I decided to start modding, step by step. And, I have to start somewhere.
Part of the project is a new tech tree. It is somewhat connected to some ideas I have for gameplay elements, but ssentially - I am planning the mod on an era-by-era basis, and the various bonuses can actually be easily redistributed among techs. I want a complete tech tree to have a framework to start with and add to, even if the first versions of the mod will probably be constrained to the first two-three eras.
What I want is:
1) a fairly detailed tree. My mod idea requires a lot of techs. Essentially, many techs will give passive bonuses, making the game a lot more "mix and match" than based upon steady growth in all areas.
2) making the tree as logical as I can. It's fine that some tech progression in unmodded Civ 5 is a big stretch or even quite silly for gameplay reasons (Wheel requiring Archery, Printing Press requiring Chivalry...), but I want to avoid that at all cost. This is actually one of my major concerns, and why I decided to share and ask for feedback!
3) few "chokepoints" in the tree. I don't want beelining to be TOO easy, but I want various parts of the to be fairly independent of each other, making it possible to go several tiers deep in one part of the tree without filling everything in.
4) simple and easy layout. I don't want tech paths to cross, overlap or otherwise be visually unclear. I really liked how logical the tech tree was in Civ 4 (although I consider Civ 5 to be a superior game) and it was one of my inspirations, but I don't want to include tech prerequisites from across the tech tree like Civ 4 did. Also, although it might be neat in some cases, I decided against introducing "either/or" prerequisites, the way e.g. Civilization Nights does.
5) some concepts are back as techs again from e.g. Civ 4. This is because government- or social structure-themed social policies will have tech prerequisites in my mod.
After a LOT of work and tweaking - there were times when I thought I'd made a pretty logical tech tree, only to realise things like "Steel doesn't require Fire" or some other silliness - I finally have something fairly satisfying. However, after doing and redoing the same thing over and over again I am probably missing some things. So I thought I'd provide a link to the tech tree. If any of y'all can spot something illogical, suggest an improvement, a way to rename a tech to make it fit better (when the original test has no business being there, being clumsily named or too narrow in scope), a tech that is missing and makes things look incomplete, a tech that could be reached too easily or without some obvious prerequisite (like the "Steel without Fire" I mentioned), or just about anything that could be changed or expanded upon (as long as it doesn't require starting from scratch - it really *is* tricky to make everything mesh together!), I would be happy to hear your feedback. Thanks in advance to anyone who takes the time to look!
Here's the link to the tree:
https://docs.google.com/drawings/d/1CT9Ux_G1l-57yH7aZg0mHfHawx7K63X7FtoeXH8hskk/edit
There are a few issues I am aware of, in no particular order:
1) Some techs that I either think should be there or I need for gameplay reasons are still missing (this is a work in progress, after all). They include Alphabet, Paper, among others. I'm sure I'm missing some others, too.
2) Some tech names are pretty much placeholders until I can figure out a better name, notably things like Advanced Weaponry.
3) The part of the tree including Masonry and Monument Building is not only separate from Construction/Engineering/Architecture part, but on the opposite end of the tree. I didn't find a way around that in the design I'm using. It doesn't bother me TOO much (it's likely the techs from one end of the tree will give bonuses to the buildings allowed by the other etc.), but I'm considering renaming some techs, if I can figure out a way how.
4) Same goes for Trench Warfare being far, far away from Gunpowder, Rifling and the technology that will essentially give access to machine guns. I am still on the fence on how illogical that is and whether it should be changed. Dropping Trench Warfare and what follows from it, or moving it to the top of the tree, is actually still doable, so I might do that.
5) Steel is VERY easily beelined. I am not sure if I want to keep it that way. If I have to, I will probably add another tech that is a prerequisite for Steel, and in turn has Metal Casting and Iron Working as prerequisites - that should be enough.
6) I am not happy with the Guilds-Gunpowder-Alchemy progression. I want to keep Alchemy (as a proto-chemistry, it WAS a major stepping stone towards scientific knowledge of today, especially in Arabic countries), but I originally envisioned it as leading to both Gunpowder and Chemistry (together with Scientific Method), independently. Currently I have trouble fitting that into the tree without crossing any branches, however.
7) Medicine requires Physics, for some reason... I need to change that (I'm considering swapping Machinery and Physics in the tree, and dropping Physics as a prerequisite to Medicine), but I still have some problems designing things so that they work. And I do want to keep Scientific Theory as a prereq to Physics.
8) Industrial and Modern eras are a very rough first draft. I will be happy to move around pretty much all techs within them, so unlike say, Ancient Era, I'll be happy with even suggestions of very drastic changes. As long as the tree remains coherent, it's all good.
I don't know if anyone's going to read my wall-of-text post, much less comment on the tree... but here's hoping some people do =).