Arguably so- but in many cases, the nature of the changes to our culture and society aren't automatic. We can imagine a society that has X but not Y, even if historically we invented X before Y. It's like, we had jet airplanes before women's liberation, and women's lib before the Internet, but that doesn't that one of those things was somehow a 'prerequisite' for the other in the sense of 'you have to walk before you can run.'
So if you really want, you can imagine different orders of technology research within the modern era as different ways to BE modern. It's interesting to imagine a society that's got modern medicine and the Internet, but has (lucky for them) never heard of blitzkrieg or the atomic bomb. And it's... grim... to imagine a society where the reverse is true.
I think of this as part of the charm of "history rewritten-" actually getting to rewrite it, having things be substantiatively different.
Agreed. I aim for the tech tree to be reasonably logical and historical, but not deterministic.
Hm. Debateable. It depends on how you view the role of supermarkets. I can imagine, for instance, massively dense urban areas supported by extensive rail networks, where the food supply for poeple living in big blocks of apartments would basically be "supermarkets" as we recognize them today. Delivery of the food to the individual home might not work the same, but you could do it- could have supermarkets without cars and trucks.
Supermarkets have shifted from the mid-Industrial era to the early Global era.
I respectfully disagree.
For one, there are quite a number of societies that more or less independently came up with the idea of, for lack of a better term, "nested warlordism" social structures- Japan and Persia come immediately to mind, and possibly India as well though I'm not so familiar with the history of India. While some of the specific details of European feudalism are unique to (western/northern) Europe, that doesn't mean the word 'feudalism' doesn't generalize to other kinds of broadly comparable systems of government.
The idea that the nation is ruled by small-scale hereditary aristocrats who raise small military forces, and who are in turn dominated by larger-scale aristocrats to whom they owe loyalty and fealty... that's not new or Eurocentric.
Main issue with the term is that it's broader in definition than just one civic category, much like 'capitalism' and 'communism' are. The civic in question ended up in the Society category and we named it 'Estate System'.
That's easy. In real life, shoulder-fired SAMs in the hands of the infantry counter helicopters and low flying planes. But they are useless against aircraft that are high-flying, stealthy, supersonic, or some combination of the above.
Whereas truck-mounted SAMs are effective against just about anything that isn't in at least two out of those three categories. On the other hand, they are vulnerable to low-flying precision airstrikes (known as 'wild weasel' missions courtesy of the Vietnam War) that exploit local terrain and electronic deception to neutralize the SAM site.
So you can have the same technology permit a Mobile SAM unit that provides area defense and interception of enemy planes that are on "bomb the whole darn tile" missions... and a SAM infantry unit that stops roving helicopter units from casually pillaging your improvements or swatting your tank formations.
Effectively defending a city against all forms of air attack, including units like the Gunship that are 'flying' ground units for purposes of the game engine, is made easier by having both types.
That's along the lines of what I was thinking too. Such change hasn't been made yet, so suggestions for stats are welcome.
The Flak Cannon unit would probably be intended to do both missions, but do them rather badly. Since unfortunately there's no way I know of within the game engine to model the idea that AA weapons which are highly effective against WWII fighter-bombers can be useless against modern jets, or that modern AA weapons would swat WWII aircraft out of the sky easily.
I'm probably going to abandon the Flak Cannon idea, due to lack of art. There's two Flak units available; one is stationary, one is mounted on caterpillar track. The former's immobility is awkward, and the latter is inappropriate for the period in which the unit is needed.
Trouble is, you don't stop needing antitank weapons when you start needing antiair weapons. Upgrading a unit should make it better in all ways, rather than depriving it of a major, critical bonus that made it capable of performing its original mission while not giving it a new way of fulfilling the mission.
For example, when (vanilla) Pikemen upgrade to Riflemen, they become only slightly stronger against cavalry units... but they certainly don't get weaker. And in addition they get the ability to be effective against all kinds of other units that could mop the floor with them before. But if Pikemen upgraded to Musketmen, they would be stronger against normal units all right... and yet they'd lose strength against cavalry. So cavalry would actively work better against your army after you 'upgraded' it than they did before.
That's not a good situation to be in.
Agreed.
On a side note I love the idea of War Wagons.
Me too. There's some rudimentary art for one, which is basically a Chariot Archer with a box over them. I want to see if I can work the model into something a bit more realistic (4 wheels, muskets instead of bow). Might be beyond my abilities though.
Sorry to doublepost, but...
Can anyone explain why my city refuses to grow above Size 2 despite having health and happiness above 2 and despite having massive food surpluses?
Avoid Growth is switched on. It turns on automatically now if your city will become unhappy or unhealthy. It doesn't switch off automatically though as people found this behaviour frustrating during beta.