Clockpunk mini alt history development thread

steampunk1880

Prince
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Copypasta with edits:

A call for input on units and buildings to attach to a clockpunk age!

if there are no objections I'd really like to try to use the method by which all special untis and buildings have prerequisite building "Tradition of Great Inventions" which is given free by Great Inventor's Workshop Wonder

please post any ideas you have WITH tech/resource/good/building requirements, WITH detailed unit/building stats, WITH a small description to go into the civilopedia.

stuff we already have

Wonder: Great Inventor's Workshop
Requires: Invention, 7 mathematics academies, 7 engineering schools, 4 alchemist laboratories.
Civilopedia: Here a great genius of our time spent the vast majority of his life sketching out reams of fantastic devices to make life easier, cheaper, or just plain more fantastic for the common man. With the patronage of the state the Great Inventor's inventions spread far and wide inspiring generations of men and women to build fantastic devices in the service of our nation.
Stats: World wonder. 5 can be built, limit 1 per team. 30% science in city. Can turn 1 citizen into scientist, 1 citizen into engineer. Provides free building "Tradition of Great Inventions" in all cities.

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Unit: Clockwork Armored Cart
Stats: tracked unit, strength 25, movement 2, starts with blitz causes collateral damage up to 15%. -25% strength vs gunpowder units, -50% to attack cities. Upgrades to early tank.
Requires: Clockworks and Gunpowder, Tradition of Great Inventions, copper and sulfur.
Civilopedia: Clad in thick but light copper plating these clockwork terrors of the renaissance are a product of fantastic inventive thought inspired by the great inventors of the past. Use them to smash infantry and cavalry in the field but don't expect it to be much use in the narrow city streets.

Unit:Scout Glider
Stats:flying unit with no ability to attack, only recon. Same range as early fighter. Can see invisible units. Upgrades to early fighter
Requires: Physics, Good (Sails) and Tradition of Great Inventions.
Civilopedia: Taking a cue from the soaring type of bird, these canvas gliders built by our inventive geniuses can be held aloft for hours by thermal updrafts giving their pilots a clear lay of the land and our generals a valuable resource in scouting.

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Building: Tradition of Great Invention
Civilopedia: Inspired by the works of our nation's Great Inventor and encouraged by our society that holds them in high regard, many young tinkerers are ready and willing to push the envelope of what is possible into the realm of the fantastic.
Stats: Prerequisite for all Clockpunk related units and buildings. Provided free in all cities by Great Inventor's Workshop

Building: Automaton Clock
http://en.wikipedia.org/wiki/Automaton_clock
requires Clockwork, Tradition of Great Invention
Civilopedia: An automaton clock or automata clock is a type of striking clock featuring automatons. Clocks like these were built from the Middle Ages through to Victorian times in Europe. Our tradition of inventive genius makes them far more common in our country than in others. The automatons usually perform on the hour, half-hour or quarter-hour, usually to strike bells.
Stats: 5% maintenance, 20% hammers, 1 happy, 3 culture, allows one citizen to become engineer.
Upgrades from town clock.

Building: Orchestrion Theater
http://www.girlgeniusonline.com/ggmain/doublespreads/ggcoll03_018_019.html
Requires: Realism, Tradition of Great Invention
Civilopedia: An orchestrion is a generic name for a machine that plays music and is designed to sound like an orchestra or band. Orchestrions may be operated by means of a large pinned cylinder or by a music roll and less commonly book music. The sound is usually produced by pipes, though they will be voiced differently to those found in a pipe organ, as well as percussion instruments. Many orchestrions contain a piano as well. In our age of clockwork, orchestrion theaters comprise enormous wall sized machines, usually complete with mechanical dolls moving in time to the music, and seats from which citizens can appreciate the works of our music roll composers.
Stats: 1 happy, 3 culture, 1 happy per 20% culture rate, .5 happy per 20% science rate, can turn 1 citizen into artist, one citizen into scientist, one citizen into engineer, one happy with dye.
Upgrades from opera house

Building: Step Reckoner Manufactory
http://en.wikipedia.org/wiki/Stepped_Reckoner
Requires: Scientific Method, copper, Tradition of Great Invention
Civilopedia: Step Reckoners are portable cranked mechanical calculators that can add, subtract, multiply and divide. They're a real step up from the abacus when it comes to calculating arithmetic. Other less inventive countries claim that the fiddly bits are impossible to make reliably but we managed just fine.
Stats: plus 3 gold; provides Good (Mechanical Calculator) in all cities trade route yadda yadda

Building: Good (Mechanical Calculator)
Civilopedia: A portable device for doing basic mathematics. There was some problem with the carrying function on early devices but they say that it's fixed now.
Stats: +1% hammers, +3% science;


Try to keep things balanced. thinking up uberunits and buildings may be fun but human players pwn the AI enough as it is.

This post will be updated as needed. I'm thinking if one person suggests something and three other people say it's good then we can probably add it to the list for testing. Also changes to what's already up there are free for discussion.
 
I am so tempted to suggest World Units based on the War Machines from AC: B (all of which were actual Da Vinci designs). Hopefully, a wooden cannon-tank or a Renaissance cannon-speedboat wouldn't be too unbalancing if restricted in such a manner.
 
@ Hydro, you mean not use a wonder? it'd still have to be limited or everyone and their mother would have it and it'd do essentially the same thing.
 
@ Hydro, you mean not use a wonder? it'd still have to be limited or everyone and their mother would have it and it'd do essentially the same thing.

I mean as opposed to make a any new tech called "____punk". Your proposals do not seem to request such a tech. I am just saying just in case.

Alternatively what if it was a random event? This would make it super rare.
 
Oh no, so called mini alternate histories like domesticated megafauna and clockpunk will use existing techs with special units and/or buildings unlocked by wonders and is by no means the way we should handle ancient golden age as an alternative to feudal age, steampunk as an alternative to the industrial age, retro-space age as an alternative to modernity and biopunk and cyberpunk as branching future paths both leading to the galactic age as per your flowchart. Those will definately require their own set of techs and some means by which to ensure it's either or which has yet to be figured out yet.

Adding clockpunk stuff attached to a wonder to the renaissance and early modern eras and fine tuning the mechanism for domesticated megafauna is stuff we could possibly do by version 19
 
However this is done it needs to be kept modular so that it can be disabled, both for reasons of not wanting it (people who don't want alternate timelines so much), and for resource reasons (main drivers of memory usage are the number of entities (esp buildings) defined, whether they get used or not), so poeple with lower memory systems will likely need to be able to selecively disbale parts they don't need - that's a general observation about the benefits otf impleemnting things modularly though, so not specific to this.
 
Those will definately require their own set of techs and some means by which to ensure it's either or which has yet to be figured out yet.

Introduce a research bonus/malus for specific techs given by knowledge of another tech - then create a branch point between timelines and give every tech down one branch a (hefty) malus for researching a tech from the other branch - this way the further down one path you go the more punitive it would be to go back through the other branch. [/2cents]
 
@ ori: does the AI understand this? 'Cause that's great. If however we decide to enter the alt timeline imposes a prohibitively high tech malus on the other path such that both a human player and AI never bothers to research it in favor of the new path that would neatly separate the two.

oh but wait, there's still the tech trading problem

@ Kosh: what's the limits of modularity so there can be an idea of what can be done?
 
I don't know if it understands it right now, but I am certain one could teach it to weigh a specific xml tag very strongly when making a decision...

It certainly wouldn't understand it now, and more than just its tech evaluation would need to be changed, because it also bases decisions on what techs are 'close' in the tree, so ones that were 'close' yet still effectively unreachable would cause skewing in various (e.g. - civic) decsions.
 
It certainly wouldn't understand it now, and more than just its tech evaluation would need to be changed, because it also bases decisions on what techs are 'close' in the tree, so ones that were 'close' yet still effectively unreachable would cause skewing in various (e.g. - civic) decsions.

Oh I expect that, and obviously it would require work from someone actually knowing the code (:mischief:)- but thats the benefit of throwing around ideas, initially one doesn't have to think about the pain implementation causes, its when it comes to deciding on whether to implement the ideas that these kinds of things need to be strongly considered :p
 
oh and another idea in that regard (just to make Koshling get even more anxious about the requests for coding I'll be causing :p): create non-researchable/non-tradable techs that work as prereqs for the techs starting out the respective branches - once you research the branchpoint-tech you get to chose one or the other branch by means of choosing the respective prereq tech. Prior to that both branches would be locked - not sure if thatwrecks more or less havoc with the AI than my other idea though...
 
oh and another idea in that regard (just to make Koshling get even more anxious about the requests for coding I'll be causing :p): create non-researchable/non-tradable techs that work as prereqs for the techs starting out the respective branches - once you research the branchpoint-tech you get to chose one or the other branch by means of choosing the respective prereq tech. Prior to that both branches would be locked - not sure if thatwrecks more or less havoc with the AI than my other idea though...

Won't it be weird having a game where different civs go down different branches? Creates a (HARD) need to balance the branches
 
Won't it be weird having a game where different civs go down different branches? Creates a (HARD) need to balance the branches
Oh absolutely, I am not debating the merits of doing this though. Personally I would not want strict alternate timelines like this, I am just throwing ideas out there on how to accomplish it, if one wants to go that route...
 
1. almost anything can be made modular

2. specific techs can be made not tradable

3. if a tech requires a building then the AI wont be able to research it until it has the building. Funny enough this was one of the reasons behind the Myth buildings ;). They are worthwhile on their own - oops wrong thread sort of - eg Myth of the Bull lets you study Bison Training... A similar set of buildings that are built long before the branch and are useful in their own right but may be restricted in some way the open possibilities.
 
I was thinking I should step back from thinking about steampunk and take the time to do these six buildings for a clockwork folder in the alt-timelines module. I have no idea if it might be incorporated into the mod when it's done but it will be good practice. I don't have any experience messing with unit art and stuff like that and it sounds like a hassle so I'll put that off indefinitely in case someone else wants to do it.

Anyway, clockwork age stuff still needs quite a few more buildings and units and I don't have the slightest idea what else to put and where so outside ideas would be nice.

Now where the heck am I going to find a decent pics for all those buttons.
 
Won't it be weird having a game where different civs go down different branches? Creates a (HARD) need to balance the branches

Oh absolutely, I am not debating the merits of doing this though. Personally I would not want strict alternate timelines like this, I am just throwing ideas out there on how to accomplish it, if one wants to go that route...

I believe there is already some coding on this kind of tech tree splitting, i believe it was WalterHardwood . . or Dan (the guy that does the broadcast (something like that) or someone, i cant think of the names now, they used to be CFC members, but Firaxis asked them to join the team when Civ4 was starting out. Now i believe they are still part of the CFC members because all the Firaxis people that "were" there except for Dale i believe are now gone from Firaxis??
 
Question: if: no more goods then: what should I do about mechanical calculators?
 
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