CCTP Tech Tree Development & Discussion

Great!!! I will be a little bit busier than usual this next week or two (moving back to campus) but I'll add them in whenever I get time :)
 
Quantum Computers is required for social networking?
Really? That doesn't make any sense whatsoever. XD
 
So Starfflame, in a little while I'll have the files updated with the full on tech tree. I am sure that there will be some inconsistencies with the system, so we'll have to undergo a period of modifications to get things just right. Then, we can talk about what make sense or what doesn't :p
 
The files are updated :whew: Check the stickied CCTP thread for the link. Oh, and I'm sure you smart people can find ways to improve the prereqs, so critique away :trouble:
 
Did you happen to change the Costs of the techs when you re did them Fires? They seem to be different(80 turns for first tech on epic instead of 46). Also the GamePaceRules.SQL that tweaks costs and stuff could prolly be reset for the new techtrees, and readjusted.
 
Nope didn't change the costs, but it does need doing so that they reflect the new locations that they are . Yeah would make sense to adjust them to reflect the gamepace rules since it needs doing anyways.
 
Nope didn't change the costs, but it does need doing so that they reflect the new locations that they are . Yeah would make sense to adjust them to reflect the gamepace rules since it needs doing anyways.

By the way, can you limit the techs that you can see to those that are in the era that you are currently in, the era immediately after that, and all previous eras? It makes no sense that your people even have a concept of Fusion Supercarriers when they are researching the Agricultural Revolution. We only understand what a Fusion Supercarrier is because, in game terms, we have only one era left to go before we get to it (currently I would assess our progress to be at early Digital era).

While it would somewhat limit the game by leaving the human player groping around in the dark, it would be more realistic and give a much-needed advantage to the AI - not in terms of bonuses but in terms of a real decision-making advantage.
 
Its possible to do but would people actually like this? I have been working on a feature setup page that allows you to enable/disable the the new events, trees growth, real name cities and emigration, so maybe this could go there.
 
Its possible to do but would people actually like this? I have been working on a feature setup page that allows you to enable/disable the the new events, trees growth, real name cities and emigration, so maybe this could go there.

Okay, the option seems okay. Also, if whiterabbit mode could be made an option, then that would also be excellent. The reason I suggested it is that:
  1. I saw someone suggesting it for the GEM mod.
  2. I think that there has to be some front on which to balance the human player with the AI.
 
To actually make the white rabbit an option rather than pull it out into its own modinfo file would take a significant amount of coding. Basically it would involve adding in checks everywhere this alternative content is used.

Would be nice to get some more opinions on hiding techs.
 
It seems to be a bit of a jump to go directly from "Space Weaponization" to "Wormhole Detection" with only one tech in between, and technologies like Levitation Motors (which already exist) coming at about the same time. I think that for this reason a new tech system for the endgame should be devised:

Space Weaponization |--> 2D Energy Fields --> Magnetic Acceleration|--> Warp Field Theory |--> Alcubierre Warp Drive
Space Weaponization |--> 2D Energy Fields --> Magnetic Acceleration|--> Warp Field Theory |--> Free Space Saturation
Space Weaponization |--> Gigascale Engineering --> Fusion Ramjets -|--> Antimatter Propulsion
Arcologies

As mentioned, arcologies should be required to make one of the Alpha Centauri spaceship parts. The fusion ramjets and antimatter propulsion exist to change things up slightly for the space race, allowing a civilization that lags behind in science to still take part in it, but with a longer time to reach Alpha Centauri and greater risk for failure. The wormhole detection array should be discarded entirely.
 
I like your ideas 3335d, but I don't think that "shielding" the techs in future eras will actually do anything, as you won't be able to research them at that early stage anyway. And how much thought have you put into a space victory, because the current victory is a joke :(
 
Made a start on the Tech Rebalancing. My maths might not be right, but its all easily adjustable. Get a copy of the Test Mod.
The Maths:-
Base Costs are set per era in TechTemp.sql(undergoing a reformating so the table is readable), I chose a base of 10(Nice round number) for Ancient Techs, each Era after is increased by 250% of the previous Era so Classical would be 25(10*2.5), Medieval 62.5(25*2.5) ect.

I have added a new Column to technologies, Tier, what this does is split all the techs of an era into Tiers(1-6), depending on how the mini tech tree's are layed out will determin how many Tiers there are per Era. 1 Tier is equivelent to 1 row as you look at a tech tree in game, working left to right(see SS(Ignore the Turns displayed)). Each Tiers costs are 20% per Tier more than Tier 1, so Ancient Tier 2 would have a cost of 12 (10*1.2), Tier 3, 14(10*1.4) ect.

If you take a look at the Game Pace Rules.sql in the test mod you will see how I have applied this "gradient" system, I have gone by Tier and Era, but we could easily go by Tier & TechCat or a combination of all 3. Its just the same as before realy but a whole lot easier to manage.

Also noticed Carriages is listed in Classical, Number Theory, but has ERA_ANCIENT, Typo or intentional?
 
[35556.746] Runtime Error: [string "C:\Users\Horem\Documents\My Games\Sid Meier..."]:336: attempt to compare nil with number
stack traceback:
[string "C:\Users\Horem\Documents\My Games\Sid Meier..."]:336: in function 'RefreshPlayerList'
[string "C:\Users\Horem\Documents\My Games\Sid Meier..."]:501: in function '?'
[string "C:\Users\Horem\Documents\My Games\Sid Meier..."]:825: in function 'ForEachScreenOption'
[string "C:\Users\Horem\Documents\My Games\Sid Meier..."]:835: in function 'PerformPartialSync'
[string "C:\Users\Horem\Documents\My Games\Sid Meier..."]:952: in function <[string "C:\Users\Horem\Documents\My Games\Sid Meier..."]:947>
[35556.777] BasicCCTPSetup: Error: No TSL map option or incorrect value set
[35556.793] RMapsSelectMapType: Archipelago
Found another :)
 
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