While there are many guides out there on how to add technologies and how to arrange so they look pretty (oh so pretty. Pretty and witty and bright!) there arent any guides, to my knowledge, on how to make the tech tree more dynamic. Hence this guide (and I pity any guide that isnt this one tonight).
There are three different categories of technologies and this guide will discuss what each one is and how to implement them in Civ3.
General Technologies: These are your basic variety techs; they are present in every epic game and mod out there (to my knowledge). Any civilization can research them and they can be traded with any other civilization, as long as that civ has the prerequisite technologies.
Cultural Specific Technologies: These are technologies that only certain cultural groups can research and trade among themselves. If a civilization isnt in this group then that civ cannot research or trade for these techs. An example of a cultural group is: Germany, England, Spain, and France all being European. Personally, I have never seen these implemented in any mod other than my own (which arent on public release since I never finish them).
Civilization Specific Technologies: These are limited entirely to a specific civilization. Only one civ can research these and because of that, these technologies cannot be traded with any other civilization. This has been implemented in a few mods, but usually to a very limited extent. An example of a Civilization Specific Tech: a tech called The Polis, which can only be researched by the Greeks (after, perhaps, they have learned masonry).
To make things easier, I will assume that most people are familiar with the first type so I wont cover that.
The Mechanics
The other two forms are the result of some sneaky manipulation of the tech tree. Lets go over the basics of what is in the Civilization Advances tab in the C3C editor (or, that is, the parts that I am concerned with). There are three things for each tech that you will want to pay attention to: Tech Era, Prerequisites, and Flags (Specifically, the Cannot Be Traded and Not Required for Era Advancement). You should also know how to add and delete techs, as well as how to organize them on the tech advisors screen. However those topics are discussed in other fine guides so I wont go over them again. I will also cover each part of the editor when it comes up.
First, let us assume that we are going to create an entire branch of the tech tree devoted to a specific cultural group. As such, we have to start out by creating a new tech; lets call it European. Set that Techs era to None and, to be on the safe side, activate the Cannot be traded flag. (It shouldnt be tradable anywho, but this doesnt hurt). Now, go over to the Civilizations tab and give the tech European to England, Germany, France, and Spain as one of their four possible starting techs. Done? Good, go back to the tech tab.
Now let us add a new tech, which I will call Stone Monolith. Set the era to Ancient and the prerequisites to European and Masonry. Why Masonry? Because I want to! But it will work with anything. It is quite important to set the Not Required for Era Advancement flag. I havent actually tested this part myself, but I suspect that if you do not select this flag than any civilization that cant get Stone Monolith will be unable to advance to the next age. This may not be the case, so if anyone wants to test that and let me know
At this point, let us pretend that weve gone through all the steps necessary to add a tech to the game, including the Civilopedia entries, cost, and the XY coordinates. If you save the file, load it up in Civ3, and play as the Germans you will see Stone Monolith splitting off of Masonry. However, if you played as the Incans then youd just see an arrow leading to a blank tech spot.
You can continue to add Cultural specific techs using the above method (but always include, as a prerequisite, at least one tech than can be traced back to the starting culture tech, in this case European). As long as you follow those instructions, that entire branch of the tech tree will be visible (and researchable) to only those civilizations that are in your cultural group. No other civ will be able to see it (except for the arrows, which are part of the background).
Why does this work? Simply put, the tech tree compiles itself from the ground up, taking what technologies the players civilization can learn (or has already learned) at the start of the 1st age and building all the other techs up from there. If a tech technology is missing from the start of the process (in this case, a cultural tech called European) then every subsequent technology that relies on that base tech is impossible to obtain. As such, they dont even factor into the final picture.
There are just two more things to note. First, as I have mentioned, civilizations that are not in your cultural group cannot see those techs and because of this, when the player plays as them, the player will see tech arrows going to nowhere (assuming you changed the background pictures to account for the new techs). Secondly, the first techs in every era have no prerequisites. As such, if you want to add cultural specific technologies to all four ages you will have to have at least one tech at the start of every era refer back to the cultural base tech. In our example, once you reach the Middle Ages you will need to create a new tech (let us call it Catholicism) whos prerequisites techs are European and none. This will start the process over again for that age and you will have to do this for every age (or, you could replace European with a tech that was ultimately derived from European, such as Stone Monolith).
To handle the arrows leading to nowhere isnt as easy. Either you can just put up with it or, and this is my recommended option, you can give a cultural group to ever civilization in the game. This can lead to hordes of arrows going nowhere for every cultural group unless you copy the tech branch structure for every Cultural group. Say the Mediterraneans are a cultural group consisting of Rome, Egypt, and Greece. They might have access to a tech called The Polis with the tech prerequisites of Mediterraneans and Masonry. When you put in the XY coordinates for The Polis use the same coordinates that you used for Stone Monolith. While the techs can be totally different, and they can allow each civ to build different buildings, units, and wonders, they need to be in the same basic structure. That is, A + B will always equal C, but for one group A = European and C = Stone Monolith and for another A = Mediterranean and C = The Polis.
Now you might recall I said that there are Civilization Specific Techs too. Well, the process for those are the exact same as for the Cultural Specific Techs the only difference is that instead of giving the base tech (harkening back to the tech European) to every member of a cultural group you just give it to one civilization. The Rise and Rule mod uses this method (in what appears to be a greatly truncated form) and calls it Being Roman or whatever the civ in question is.
Always remember to make Cultural or Civ Specific techs Not Required for Era Advancement. I honestly have no idea what would happen if you didnt, but considering how easy it is to do it I was never curious enough to check.
Feedback, comments, and deaththreats are all welcome.
~Hugin
There are three different categories of technologies and this guide will discuss what each one is and how to implement them in Civ3.
General Technologies: These are your basic variety techs; they are present in every epic game and mod out there (to my knowledge). Any civilization can research them and they can be traded with any other civilization, as long as that civ has the prerequisite technologies.
Cultural Specific Technologies: These are technologies that only certain cultural groups can research and trade among themselves. If a civilization isnt in this group then that civ cannot research or trade for these techs. An example of a cultural group is: Germany, England, Spain, and France all being European. Personally, I have never seen these implemented in any mod other than my own (which arent on public release since I never finish them).
Civilization Specific Technologies: These are limited entirely to a specific civilization. Only one civ can research these and because of that, these technologies cannot be traded with any other civilization. This has been implemented in a few mods, but usually to a very limited extent. An example of a Civilization Specific Tech: a tech called The Polis, which can only be researched by the Greeks (after, perhaps, they have learned masonry).
To make things easier, I will assume that most people are familiar with the first type so I wont cover that.
The Mechanics
The other two forms are the result of some sneaky manipulation of the tech tree. Lets go over the basics of what is in the Civilization Advances tab in the C3C editor (or, that is, the parts that I am concerned with). There are three things for each tech that you will want to pay attention to: Tech Era, Prerequisites, and Flags (Specifically, the Cannot Be Traded and Not Required for Era Advancement). You should also know how to add and delete techs, as well as how to organize them on the tech advisors screen. However those topics are discussed in other fine guides so I wont go over them again. I will also cover each part of the editor when it comes up.
First, let us assume that we are going to create an entire branch of the tech tree devoted to a specific cultural group. As such, we have to start out by creating a new tech; lets call it European. Set that Techs era to None and, to be on the safe side, activate the Cannot be traded flag. (It shouldnt be tradable anywho, but this doesnt hurt). Now, go over to the Civilizations tab and give the tech European to England, Germany, France, and Spain as one of their four possible starting techs. Done? Good, go back to the tech tab.
Now let us add a new tech, which I will call Stone Monolith. Set the era to Ancient and the prerequisites to European and Masonry. Why Masonry? Because I want to! But it will work with anything. It is quite important to set the Not Required for Era Advancement flag. I havent actually tested this part myself, but I suspect that if you do not select this flag than any civilization that cant get Stone Monolith will be unable to advance to the next age. This may not be the case, so if anyone wants to test that and let me know
At this point, let us pretend that weve gone through all the steps necessary to add a tech to the game, including the Civilopedia entries, cost, and the XY coordinates. If you save the file, load it up in Civ3, and play as the Germans you will see Stone Monolith splitting off of Masonry. However, if you played as the Incans then youd just see an arrow leading to a blank tech spot.
You can continue to add Cultural specific techs using the above method (but always include, as a prerequisite, at least one tech than can be traced back to the starting culture tech, in this case European). As long as you follow those instructions, that entire branch of the tech tree will be visible (and researchable) to only those civilizations that are in your cultural group. No other civ will be able to see it (except for the arrows, which are part of the background).
Why does this work? Simply put, the tech tree compiles itself from the ground up, taking what technologies the players civilization can learn (or has already learned) at the start of the 1st age and building all the other techs up from there. If a tech technology is missing from the start of the process (in this case, a cultural tech called European) then every subsequent technology that relies on that base tech is impossible to obtain. As such, they dont even factor into the final picture.
There are just two more things to note. First, as I have mentioned, civilizations that are not in your cultural group cannot see those techs and because of this, when the player plays as them, the player will see tech arrows going to nowhere (assuming you changed the background pictures to account for the new techs). Secondly, the first techs in every era have no prerequisites. As such, if you want to add cultural specific technologies to all four ages you will have to have at least one tech at the start of every era refer back to the cultural base tech. In our example, once you reach the Middle Ages you will need to create a new tech (let us call it Catholicism) whos prerequisites techs are European and none. This will start the process over again for that age and you will have to do this for every age (or, you could replace European with a tech that was ultimately derived from European, such as Stone Monolith).
To handle the arrows leading to nowhere isnt as easy. Either you can just put up with it or, and this is my recommended option, you can give a cultural group to ever civilization in the game. This can lead to hordes of arrows going nowhere for every cultural group unless you copy the tech branch structure for every Cultural group. Say the Mediterraneans are a cultural group consisting of Rome, Egypt, and Greece. They might have access to a tech called The Polis with the tech prerequisites of Mediterraneans and Masonry. When you put in the XY coordinates for The Polis use the same coordinates that you used for Stone Monolith. While the techs can be totally different, and they can allow each civ to build different buildings, units, and wonders, they need to be in the same basic structure. That is, A + B will always equal C, but for one group A = European and C = Stone Monolith and for another A = Mediterranean and C = The Polis.
Now you might recall I said that there are Civilization Specific Techs too. Well, the process for those are the exact same as for the Cultural Specific Techs the only difference is that instead of giving the base tech (harkening back to the tech European) to every member of a cultural group you just give it to one civilization. The Rise and Rule mod uses this method (in what appears to be a greatly truncated form) and calls it Being Roman or whatever the civ in question is.
Always remember to make Cultural or Civ Specific techs Not Required for Era Advancement. I honestly have no idea what would happen if you didnt, but considering how easy it is to do it I was never curious enough to check.
Feedback, comments, and deaththreats are all welcome.
~Hugin