brianshapiro
King
- Joined
- Mar 6, 2003
- Messages
- 775
a. Technology could be dependent on a queue of certain game factors. So, for instance, Mysticism gained when enough incense is gathered, Feudalism gained when a certain number of horsemen units are created, or city walls, etc.
b. This would tie the development of the culture of each civilization both to geographic starting locations (hey, its Marx's theory of production), and to player actions during the course of the game. So a civilization which focused on building/gathering that lead to military techs would develop militarily, etc.
c. Or, Alternatively, the civilization would gain its traits (expansionist, militaristic, etc) through in game actions like this. So if you meet a certain amount of production, you get a bonus; if you win a lot of battles, you get a battle bonus, etc. What traits a civilization has at the moment would be available on the diplomacy screen.
b. This would tie the development of the culture of each civilization both to geographic starting locations (hey, its Marx's theory of production), and to player actions during the course of the game. So a civilization which focused on building/gathering that lead to military techs would develop militarily, etc.
c. Or, Alternatively, the civilization would gain its traits (expansionist, militaristic, etc) through in game actions like this. So if you meet a certain amount of production, you get a bonus; if you win a lot of battles, you get a battle bonus, etc. What traits a civilization has at the moment would be available on the diplomacy screen.