CarvaJP
Chieftain
Tech Analysis
(By CarvaJP - 2006-02-03)
Introduction
One of the major elements in Civilization IV is the technologies that become available to the player.
The Tech Tree has been posted in various ways and formats, but theres no simple form to show it as a proper hierarchical tree, without using a very, very large sheet of paper, or a diagram that quickly resembles a plate of spaghetti. The issue is that there are too many variations to properly explore the 86 Techs, and the length of a game is far too big to test it.
After several attempts and reflection, I opted to do an analysis using MS Excel 2003, starting from bottom up, that is, from ending or terminating Techs, and branch up.
I expect that some errors have crept up from level 6 and above, because it becomes a difficult task from then on, especially in properly coding the Techs (black are required, red are optional), or not missing Techs in the tree. For this I apologize, but Ill keep revising the spreadsheet as I expand it, and add useful information to it. Youll find it attached to this post, in zip format, and updates and revisions will replace previous ones.
Why bother?
I believe that due to its complexity, its probably the subject to least analysis so far. Just by typing all dependencies, Ive got a grasp in memory of how different techs interact, although this is a Gestalt exercise.
From the analysis of the several levels of the Tech Tree, some useful insights can be obtained, nevertheless. It is my objective to reveal to you, fellow fans, the useful hints it suggests about this wonderful game we love.
Analysis
Frequencies of Tech dependencies
Barring a critical path analysis, which will have to wait for the end of this project, there are a few things everyone wants to know about, and the first of all is what Techs are the most useful.
This first question can be answered by the worksheet named Counts, which counts the occurrences of each tech at the present level and above (remember that this analysis is based on the objective tech, and the levels reflect the dependencies to get there).
Im working at Level 10 (out of expected final Level 16), so Ill show you what you get at Level 9 of the dependencies tree for the most frequent Techs 100 dependencies or more irrespective of the fact of being required or optional, which is a subject for analysis below (all final Techs are at Level 0, and appropriately are at the bottom of the table; common frequencies are then sorted by alphabetical order), and when do all of these techs jointly appear (Level 5). Next to it you have the table of Level 0 for reference, all Terminating Techs:
Tech Counts Lvl 5 Counts Lvl 9
Mysticism 5 215
Writing 27 178
Agriculture 7 174
Pottery 17 160
Machinery 16 151
Priesthood 27 150
Polytheism 15 146
Fishing 6 142
Meditation 13 117
Metal Casting 9 116
Animal Husbandry 15 103
The Wheel 4 100
Terminating Techs
Archery
Communism
Democracy
Ecology
Fascism
Fusion
Future Tech
Horseback Riding
Mass Media
Medicine
Military Tradition
Robotics
Lets go by grouping things:
The Basic Techs
Some basic techs are here - Mysticism, Agriculture, Fishing, and The Wheel - but not Hunting and Mining. Actually this is because these 2 Techs are what I would call second tier Techs, or hidden Techs, meaning that their importance is imbedded, but not yet so relevant at this level of analysis. A good example is Animal Husbandry (but you can go without Hunting, since you can get this Tech with Agriculture, but you also forfeit Archers). As for Mining, trust me, you cannot go very far before researching this Tech; youll find it linked to everything that requires Bronze Working or as an option for Masonry, and this includes at least a third of your future Tech research.
Summary: All big four basic techs must be researched, but you cannot do without Mining. Hunting helps a lot, but it is not a basic priority at this time, unless youre Malinese or Chinese.
Religion related Techs
1. Four religion related techs (Mysticism, Priesthood, Polytheism, and Meditation) are present, which correspond to the basic following table:
Starting Tech Dependent Tech 1 Dependent Tech 2
Mysticism Meditation Priesthood
Polytheism Priesthood
These account for 628 references at Level 9, out of 1468! Thats 42.78% of the requirements. Also Meditation and Polytheism, if first researched by you, will give your Civilization one of the 7 Religions, as a founding one. Getting Priesthood, after founding Buddhism or Hinduism looks like a good bet.
2. None of the Civics is in scope yet.
3. Great Prophets can best quickly be obtained through this partial Tech analysis, since you get 28.58% chances of being the founder of 2 of the 7 game religions.
4. Wonders are in scope as well: Stonehenge, Parthenon, Obelisk, and Oracle.
Summary: This is always a good starting bet, for the reasons stated above, especially with Civilizations that can boost this initial advantage and have as one or both their leader traits as Philosophical, Spiritual, or Industrious (all but the Incas, Japanese, Mongols, Persians, and Romans).
Comments on other Techs
Writing and Pottery These are musts. Your Civ wont go very far without them, because they are at the core of almost everything. Besides, getting Pottery is one of the ways to get to Writing, along with Priesthood and Animal Husbandry. Do note that its fairly easy to forget the importance of Pottery if you get Writing from Priesthood. Machinery requires Metal Casting, and this requires Pottery and Bronze Working, as you can see below:
Machinery Metal Casting Pottery The Wheel
Agriculture
Fishing
Bronze Working Mining
Animal Husbandry is the least of your concerns (unless you have a lot of Pastures to be developed and Horses to be found).
Critical Techs and costs
In the end it all comes to what you can afford.
Mysticism (50), Agriculture (60), Fishing (40), The Wheel (60), and Mining (50) require a total of 260, or 300 if you also want Hunting.
How you get this is not in the scope of this analysis, because were focusing our attention on the Tech Tree (and a few side road incursions), but this is what you need to research these early Techs, and these you must.
I plan to return with changes and more details when I complete my Excel sheet. Meanwhile, Ill be following this post as closely as possible, and try to include comments, corrections, and suggestions.
Thank you.
(By CarvaJP - 2006-02-03)
Introduction
One of the major elements in Civilization IV is the technologies that become available to the player.
The Tech Tree has been posted in various ways and formats, but theres no simple form to show it as a proper hierarchical tree, without using a very, very large sheet of paper, or a diagram that quickly resembles a plate of spaghetti. The issue is that there are too many variations to properly explore the 86 Techs, and the length of a game is far too big to test it.
After several attempts and reflection, I opted to do an analysis using MS Excel 2003, starting from bottom up, that is, from ending or terminating Techs, and branch up.
I expect that some errors have crept up from level 6 and above, because it becomes a difficult task from then on, especially in properly coding the Techs (black are required, red are optional), or not missing Techs in the tree. For this I apologize, but Ill keep revising the spreadsheet as I expand it, and add useful information to it. Youll find it attached to this post, in zip format, and updates and revisions will replace previous ones.
Why bother?
I believe that due to its complexity, its probably the subject to least analysis so far. Just by typing all dependencies, Ive got a grasp in memory of how different techs interact, although this is a Gestalt exercise.
From the analysis of the several levels of the Tech Tree, some useful insights can be obtained, nevertheless. It is my objective to reveal to you, fellow fans, the useful hints it suggests about this wonderful game we love.
Analysis
Frequencies of Tech dependencies
Barring a critical path analysis, which will have to wait for the end of this project, there are a few things everyone wants to know about, and the first of all is what Techs are the most useful.
This first question can be answered by the worksheet named Counts, which counts the occurrences of each tech at the present level and above (remember that this analysis is based on the objective tech, and the levels reflect the dependencies to get there).
Im working at Level 10 (out of expected final Level 16), so Ill show you what you get at Level 9 of the dependencies tree for the most frequent Techs 100 dependencies or more irrespective of the fact of being required or optional, which is a subject for analysis below (all final Techs are at Level 0, and appropriately are at the bottom of the table; common frequencies are then sorted by alphabetical order), and when do all of these techs jointly appear (Level 5). Next to it you have the table of Level 0 for reference, all Terminating Techs:
Tech Counts Lvl 5 Counts Lvl 9
Mysticism 5 215
Writing 27 178
Agriculture 7 174
Pottery 17 160
Machinery 16 151
Priesthood 27 150
Polytheism 15 146
Fishing 6 142
Meditation 13 117
Metal Casting 9 116
Animal Husbandry 15 103
The Wheel 4 100
Terminating Techs
Archery
Communism
Democracy
Ecology
Fascism
Fusion
Future Tech
Horseback Riding
Mass Media
Medicine
Military Tradition
Robotics
Lets go by grouping things:
The Basic Techs
Some basic techs are here - Mysticism, Agriculture, Fishing, and The Wheel - but not Hunting and Mining. Actually this is because these 2 Techs are what I would call second tier Techs, or hidden Techs, meaning that their importance is imbedded, but not yet so relevant at this level of analysis. A good example is Animal Husbandry (but you can go without Hunting, since you can get this Tech with Agriculture, but you also forfeit Archers). As for Mining, trust me, you cannot go very far before researching this Tech; youll find it linked to everything that requires Bronze Working or as an option for Masonry, and this includes at least a third of your future Tech research.
Summary: All big four basic techs must be researched, but you cannot do without Mining. Hunting helps a lot, but it is not a basic priority at this time, unless youre Malinese or Chinese.
Religion related Techs
1. Four religion related techs (Mysticism, Priesthood, Polytheism, and Meditation) are present, which correspond to the basic following table:
Starting Tech Dependent Tech 1 Dependent Tech 2
Mysticism Meditation Priesthood
Polytheism Priesthood
These account for 628 references at Level 9, out of 1468! Thats 42.78% of the requirements. Also Meditation and Polytheism, if first researched by you, will give your Civilization one of the 7 Religions, as a founding one. Getting Priesthood, after founding Buddhism or Hinduism looks like a good bet.
2. None of the Civics is in scope yet.
3. Great Prophets can best quickly be obtained through this partial Tech analysis, since you get 28.58% chances of being the founder of 2 of the 7 game religions.
4. Wonders are in scope as well: Stonehenge, Parthenon, Obelisk, and Oracle.
Summary: This is always a good starting bet, for the reasons stated above, especially with Civilizations that can boost this initial advantage and have as one or both their leader traits as Philosophical, Spiritual, or Industrious (all but the Incas, Japanese, Mongols, Persians, and Romans).
Comments on other Techs
Writing and Pottery These are musts. Your Civ wont go very far without them, because they are at the core of almost everything. Besides, getting Pottery is one of the ways to get to Writing, along with Priesthood and Animal Husbandry. Do note that its fairly easy to forget the importance of Pottery if you get Writing from Priesthood. Machinery requires Metal Casting, and this requires Pottery and Bronze Working, as you can see below:
Machinery Metal Casting Pottery The Wheel
Agriculture
Fishing
Bronze Working Mining
Animal Husbandry is the least of your concerns (unless you have a lot of Pastures to be developed and Horses to be found).
Critical Techs and costs
In the end it all comes to what you can afford.
Mysticism (50), Agriculture (60), Fishing (40), The Wheel (60), and Mining (50) require a total of 260, or 300 if you also want Hunting.
How you get this is not in the scope of this analysis, because were focusing our attention on the Tech Tree (and a few side road incursions), but this is what you need to research these early Techs, and these you must.
I plan to return with changes and more details when I complete my Excel sheet. Meanwhile, Ill be following this post as closely as possible, and try to include comments, corrections, and suggestions.
Thank you.