Narcio said:
. . . are you saying that you should have some amount of research dumped into every tech that would be obvious to your people, every turn, but with a diminishing return (perhaps with limit as time goes to infinity of 0)?
Yes. However, for the sake of fun, this should be vastly smaller than the amount you get by actively researching, which would work fairly similarly to now.
Narcio said:
If the "obviousness" is some sort of dynamic function of variables involving how much contact you have with others with the tech, how much use the tech would be for your society, other techs that would naturally lead to a new area (like if you had iron working and all sorts of metallurgical knowledge, it would help you to get steel), etc etc, I think the obviousness scale would probably be a good addition and is a fairly good simulation of the actual reasons for tech development.
Precisely.
JakeCourtney said:
There are a lot of good ideas here, but the fact that this is a game, means we should strive first for good game play then for total realism recreation.
Rarely is realism exclusive of gameplay, but where it is, nobody's saying we shouldn't accomodate. The problem of movement speed is going to have to be brushed under the carpet, for instance.
mayonaise said:
Obviousness factor of techs + tech availability + civs strengths... its just getting way too bogged down
I'm confident that this system could be worked out to be pretty intuitive, with only a slightly steeper learning curve than the existing tech system.
mayonaise said:
As I tried to suggest in my earlier post, the best thing for the modder to do would be to make a list of GAMEPLAY priorities.. Problems he sees in the game that need fixing, and find the least disruptive ways to accomplish them.
Ah, but the problems we see in the game are realism problems, and so the only way to accomplish them is to make the game more realistic.
jaynus said in the first post that this mod would have a somewhat steeper learning curve than vanilla
Civ. Some of us view that as an acceptable sacrifice.
Lightzy said:
Civ is indeed a game of 'what might have been', but it isn't a blank board.
You get to control what your civ is doing, but not what its made of.. so to speak.
It comes with the assumption that 'civ world' is the same as ours.. technology is the same as ours, that people form communities and cities, that the laws of physics are the same, that natural resources are the same.. that guns are built in the same way
That the laws of physics and the laws of social dynamics are the same, yes. That the course of history is the same based on those, no. Any plausible historical scenario should be possible, ideally.
Lightzy said:
Also, chemistry WAS needed to create guns.
It's just more basic chemistry than what we have today, that's all. Examining the qualities of elements/compounds and how they react to things is as chemistry as chemistry gets.
Well, depends on how exactly the mix of black powder was discovered, which we'll probably never know. If one guy finds that a mix of saltpeter and charcoal is useful for something or other and starts using it for something, then accidentally discovers that it explodes if sulfur is added as well, that's not chemistry, that's coincidence.
Lightzy said:
Same with physics.. action-reaction is a physics concept. just really basic physics, but they DID need to understand it in order to make use of it, as we do now but on a more advanced level
By which logic, moving your arm requires you to know the concepts of action and reaction, and so pretty much all human beings over the age of a week or two know the laws of action and reaction. Those laws, so defined, would then be a prerequisite for anything, so I'm willing to concede that they'd be a prerequisite for guns.
Michael Keijzers said:
If you build a road or rail it costs maintenance.
Indeed it should, but there will be large technical difficulties with implementing this. Specifically, the AI will be totally screwed, as will worker automation. This will have to wait for the SDK and then some.
Agraza said:
the memory leak that eventually causes errors and crashes
Strictly speaking, it's
been concluded, there is no reason to believe
Civ 4 has a memory leak. Memory mismanagement, maybe. But I'm getting off-topic again.