JosEPh_II
TBS WarLord
A Big Plus 1 on the Health report!
JosEPh
JosEPh
Or maybe "transhuman era" is too large? Just like prehistoric + ancient can be "Paleolithic + Neolotic + Stone Age" for nearly 60 each just like classical ; Tranhuman era can be "Transhuman era + post-biologic era", with 90 each, just like Industrial and modern eras
Strongly agree. Most of the transhuman techs do have a clear purpose. Thing is that the designer of the era wanted to split it up but the rest of the team didn't want to then.
The Palaeolithic and the Neolithic are the Stone Age (the Old and New Stone Age, respectively).
Since you seem to be running on 90 techs at the outside for an entire era, you need to (a) prune Transhuman and split it into two eras, (b) keep all the techs and split it into three eras or (c) take a very dull knife to it and keep it as one greatly reduced era.
If the game has nine eras and 900 techs, clearly an even split would be to have roughly 100 per era. It certainly doesn't make sense to have nearly one-third of your techs stashed into the last two eras, especially if the mod has performance issues such that almost no one will ever reach that far in game.
I also think the TH era has too much content. Many techs can and should be combined or converted into a building.
Where some techs can be converted into a building might be an interesting discussion but should be done on a one suggestion at a time basis so each proposal of a conversion can be discussed on its own merit without it becoming a project to just see how many techs we can get rid of.I also think the TH era has too much content. Many techs can and should be combined or converted into a building.
This actually is a very good point and we clearly have divided the two at an incorrect juncture anyhow. We have techs that are clearly introductions to the Medieval age by historical definition having been included in Classical, such as Feudalism. And it drives me nuts. The Medieval age is massively underdeveloped in comparison.Since Classical and Medieval is the time when the battlefield was ruled by iron weapons, both eras combined could be called Iron Age. Seperating those two eras was mostly done, I think, when it was still believed that there was a massive downfall of civilization, which seems to have been a bit overrated. And even that downfall didn't really happen outside of Europe.
DH answered to this in the way I would've. Nice to see we're on the same sheet of music there DH!Regarding the micro-techs: I know that some people like them, but with the exponential increase of beakers that is a problem. Just how immersive is the image that an entire civilization makes a research effort of many years (roughly on par with the Manhattan Project) to develop Expressionism? While techs earlier in the tree (like Steam Engine or Electricity) had much less beakers, which is the game saying they are easier to develop?
There are different ways this could be handled, but I think the number of beakers really should take the difficulty involved with the development into regard. I can see 3 different ways of doing this:
- Take out the micro-techs and make all techs "big ones" (like one tech for modern art)
- Split up the big techs so that all techs are minor (this could prove to be a problem with performance and with imagination)
- Take the micro-techs out of the exponential progression and reduce the number of beakers to a point where these techs could be researched in less than one turn.
I don't think we're bugged with the building prereq for techs are we DH? I would appreciate a more intricate pathway through techs that they may be able to introduce. I would also like to back up DH in reconsidering the tech tree for the purpose of potentially skipping entire branches of the tree simply because a resource may not exist, like horses for example.Here is another idea (rather long-term, I am not sure if I have already said it somewhere): Would it be possible to define buildings that are absolutely necessary to contribute to a research effort? Like: This city cannot partake in the research of Modern Physics, there is no University (or Physics Lab)? That could (again long-term) replace many cases of beakers providing buildings, perhaps to a point where the exponential curve could be replaced with a lower curve, eliminating one souce of overflow. Plus, I think there is a limit how much our current civilization could accelerate the development of prehistoric or ancient techs, if they were lost to us (if there were no more carpenters, how quickly could we redevelop the tech, even with computers?).
Actually I love this idea! Very easily done too. A free building granted to all cities once the tech is achieved that adds -.01 - -1 education per population. This represents the added time and resources required to teach this new tech to students. I think this could be the wonderful trick needed to make education a little more challenging and doing that would help the mod tremendously in my opinion since we've now made it a bit too easy to keep education high imo. We've gotta be careful not to overreach with this though because if education becomes toooo difficult, the AI will freak out with building too many education units.Last point (sorry for the long post, and again long-term): Would it be possible to give techs "education maintenance"? To keep knowledge does not require research but education (it is arguably the point of education) and could give this property a flavor of its own. The main problem I can see with this is that education is a local property, but perhaps an average (education per citizen) could be considered.
Exactly. Far more important to consider this than to try to force each era to have roughly the same amount of techs.It is not simple to add another era. It is quite a lot of work actually. That is the main reason we have not done it.
Again, I agree completely. Perfect perspective imo.As to the cost of techs - we always intended to go back and make the "minor" techs cost less than the "major" ones but first you need to settle on a scale. I like a 3 tier approach; no brainers, normal, and very difficult. It requires someone going through and deciding on the costs individually but it can't be done until we have everything in or at least everything in an era. We still have some big stuff to add into the prehistoric era (eg Nomadic Start) as well as the Classic (eg diplomacy with barbarians) and the Renaissance on (eg black ops). I think we have most of the techs we need for these but I could be wrong.
Why react before the performance issues can be sorted out? Shouldn't we be more focused on those first?If the game has nine eras and 900 techs, clearly an even split would be to have roughly 100 per era. It certainly doesn't make sense to have nearly one-third of your techs stashed into the last two eras, especially if the mod has performance issues such that almost no one will ever reach that far in game.
I'm not sure what you're trying to say here.Those players and Modders that want distinct Timeframes have to come to grips with the fact that our GS lengths are well beyond what Firaxis had in mind for Civ IV and subsequent expansion like BtS.
I strongly believe it should be 6k BC but there's an earlier date to rationalize a split in the Prehistoric as well.So the question I have is When (what range of time) should each GS come out of Preh Era? The current 20,000BC to 6,000BC?
We discussed this out with Praetyre once a long time ago... I'll have to try to either find that or take some time to think these through again.Ancient? 20,000BC to when:10,000BC 6000BC? 4000BC? 3000BC? etc.
Classical? 10,000BC to when:
Med to when from when?
Ren ?
Ind? When did Ind end? 1900? 1950?(post WWII)
Modern ? When should modern end? 20 years in the future from now? 50?
Once these are answered with a general concensus then TH Era is easier to do as it is Future in reality. But what time should TH end? 3,000 AD? 5,000AD? 10,000AD?[/qoute]
I always figured TH may be best to end around 3000 AD. I do think we'll be so rapidly developing at a point in the later TH that if it even needs to go this far into the future is in question but it feels about right looking at that estimation at this point of our ability to predict.
This is why after Modern my initial game speed attempts had time per turn get longer rather than continuing to grow shorter.Where ever we decide then Galactic can start and can go for Thousands of Years too. And vitually no one who starts a Game in Preh era will ever make it to the 1 Future tech. No one is going to play a game already decided for X years to get there on the 2 longest GS.
True we'll have to enable such starts eventually. We'll need to figure out what goes wrong when those starts are taking place and sort it out.And here is the Bad apple in the barrel for TH and Galactic Eras, C2C just does not allow a normal player the opportunity to play these Eras from a Preh Era start on most of our GS Except Normal and Epic. So both are diminishing returns to the Amount of Effort being done in both eras.
I've done a modern start and it IS rather interesting. I'm sure it will be moreso after the building consolidations Pepper's working on.You can play these Eras by choosing to start in say Ren era on almost all of the GSs. But on Eternity and Eon you will still be taking quite some time to get from Ren to TH Era. I have tested a Ren era start and it is doable to get to TH Era on Epic GS. I have not tried or started a Test game for each Era to start a New game in. Sparth says you can start in Modern with no problem so I'll take his word on that. But I still need to verify a Class, Med, Ind, TH, and Gal start.
Don't give up on it. The question is not CAN it be done (it absolutely can be), it's HOW must it be done to serve the game needs and development intentions.The more I dig into these GS and their ultimate ramifications for C2C being a playable Mod from Preh to Future Eras the less convinced I am of it's realistic possibility. Caveman2Cosmos when it started was designed for Preh to end of Modern Era. The TH and Galactic idea was added later (and without much forethought I'm sorry to say). In terms of the Mod the TH and Galactic Eras actually need to be Modular Expansions of the base C2C (Preh thru Mod).
Now I've posted a lot of observations, ?s, and thoughts; what I really do now need is a consensus for When, no matter what GS used, does each Ind Era Start and Stop. An Exact point of Time or stay with the Range of Times for each GS that the Eras start and stop? You tell me, please.
JosEPh
I used to have it completely charted out what dates the ages should shift and although Praetyre and I had a few disagreements they weren't all that bad and were completely negotiable. It's a very very very very very old discussion at this point though... sigh.
Not all techs need to be loaded with stuff to unlock. It's like paragraphs. Not all paragraphs need be long. Not all need be short. There should be a variety that ranges from the short paragraph to the long paragraph in a well written novel. The techs in our tree are no exception.I believe WE need to do that with ALOT of techs, starting with Ancient and beyond . . .
Some techs only have 1 item, really not worth making it??? What do you'll think??
Does this make sense?
Saw that and now have no problem with it after digging into it.This is why after Modern my initial game speed attempts had time per turn get longer rather than continuing to grow shorter.
Originally Posted by JosEPh_II
Those players and Modders that want distinct Timeframes have to come to grips with the fact that our GS lengths are well beyond what Firaxis had in mind for Civ IV and subsequent expansion like BtS.
T-brd wrote:I'm not sure what you're trying to say here.