Conditioned Technological Development

V. Soma

long time civ fan
Joined
Apr 13, 2004
Messages
3,944
Location
Hungary
Idea:

Techs can be researched only if the civ meets conditions for them.

It is that I see a horse first, and then I can learn Horseback riding...
It is that first I have a hill, then I can learn to mine it...
How could I learn Sailing if I don't have a coastal city?
Etc.

(Another condition is to have prerequisite techs, but that is already in the game...)

Naturally, the tech-tree needs to be restructured, techs renamed or added, like for modern ships to be in the ship side-branch,
and there will be also side-branches for those that need resource, but it can be done...
Separate branch for air units, too (they need oil).

The conditions (prereq. techs not listed) as signed as "C". They are a minimum that must be met.
I also list conditions as "SC", Speeding Conditions, that are hard to meet
and speed up learning of the given tech... say, e.g. with 15% bonus...

It could be that both "C" and "SC" are in the game, or only "C" or only "SC"
(I might put up here a poll on this...)


(I set techs that are in main branches of the tree in bold (they need no resource))

I hope SCs are to be in favour for the smaller civs...

ANCIENT ERA:
Spoiler :
T1
Pottery
- C: have a plains, grassland, or flood plain tile
- SC: have a city by river and have flood plain tile

Animal Husbandry
- C: have animal resource that needs pasture
- SC: have 3 different kind of animal resource that needs pasture

Archery
- C: have killed a unit
- SC: have an archer (by ancient ruin upgrade or from city state)

Mining
- C: to have a hill tile
- SC: have luxury mineral resource

T2
Sailing
- C: have a coastal city
- SC: have a coastal city plus a seafood resource

Calendar
- C: have a luxury resource that needs plantation
- SC: have three luxury resource that needs plantation

Writing
- C: have met a civ or a city-state
- SC: have met a civ plus have a peaceful diplo activity with one

Trapping
- C: have an animal luxury resource
- SC: have more than one animal luxury resource

The Wheel
- C: have a 2nd city (if it is possible in the game)
- SC: have 3 cities

Masonry
- C: have a pop 3 city
- SC: have a pop 5 city and another at least size 3

Bronze Working
- C: have a mine improvement, plus have killed a unit
- SC: have one mine improvement for each city, plus have killed a unit, plus have a unit with 3 promotions

CLASSICAL ERA:
Spoiler :
T3
Optics
- C: have a coastal City
- SC: have a coastal City and one combat ship with a promotion

Philosophy
- C: have a library or a monument in every city
- SC: have a library and a monument in all cities

Horseback riding
- C: have a horse resource
- SC: have a horse resource and a barracks

Mathematics
- C: have a library
- SC: have a library and the Optics tech

Construction
- C: have a pop 5 city
- SC: have a pop 7 city and a wonder built

Iron w.
- C: have iron resource
- SC: have iron resource plus a spearman with 3 promotions

MEDIEVAL ERA
Spoiler :
T4

Theology
- C: have a temple
- C: have a temple, plus have the Organized religion policy

Civil Service
- C: have 3 or more social ploicies
- SC: have 3 or more social policies in the Tradition or in the Liberty tree

Currency
- C: has made trade with another civ
- SC: has made trade with another civ, plus have the Trade Unions policy

Engineering
- C: have a wall
- SC: have a wall in all cities, plus a wonder built

Metal Casting
- C: have iron resource
- SC: have iron resource, plus an Armory, plus one swordsman with 5 or more promotions

T5

Compass
- C: have a coastal city and a ship alive
- SC: have a coastal city and a ship alive, plus one city not on starting landmass

Education
- C: have 3 libraries or one in all cities
- SC: have 3 libraries or one in all cities, plus have the Great Library wonder

Chivalry
- C: have horse resource and a horseman alive
- CS: have horse resource and a horseman with 5 or more promotions alive,
plus have a stable, plus the Monarchy policy.

Machinery
- C: have a library built and an archer alive
- SC: have a library built and an archer with 5 or more promotions alive, plus have a Forge

Physics
- C: have a catapult alive
- SC: have a catapult alive, plus had once a Great Scientist in the Medieval era or after

Steel
- C: have iron resource and a swordsman alive
- SC: have iron resource, plus an Armory and a Forge in the same city,
plus one swordsman with 5 or more promotions, plus the Monarchy policy

RENAISSANCE ERA
Spoiler :
T6
Astronomy
- C: have a coastal city and a harbour
- SC: have a coastal city and a harbour, plus have the Great Lighthouse or the Colossus

Acoustics
- C: have a colosseum
- SC: have a colosseum, plus had once a Great Artist in the Renaissance era or after

Banking
- C: have a market and an active trade with another civ
- SC: have a market in all cities, plus had once a Great Merchant in the Renaissance era or after

Printing Press
- C: have a university
- SC: have a university, plus the Civil Society policy.

Gunpowder
- C: had once a Great Scientist or a Great Engineer
- SC: had once a Great Scientist or a Great Engineer, have Education tech, plus have the Professional Army policy

T7
Navigation
- C: have a coastal city and a caravel alive
- SC: have a coastal city and a caravel alive, plus have met a civ on another continent

Economics
- C: have a bank
- SC: have a bank, plus have the Mercantilism policy

Chemistry
- C: have a trebutchet alive
- SC: have a trebutchet alive, plus have Education tech, plus had once a Great Scientist

Metallurgy /New tech will be for Lancer!/
- C: have iron resource and a horse unit alive
- SC: have iron resource and a horse unit alive, plus have a workshop or a forge in all cities

T8
Archaeology
- C: had once a Great Artist
- SC: had once a Great Artist, have discovered 4 or more natural wonders, plus have an ancient or classical age wonder

Scientific Theory
- C: had once a Great Scientist during the Renaissance era or after
- SC: had once a Great Scientist during the Renaissance era or after, plus have the Oxford University wonder

Military Science /New tech will be for Cavalry!/
- C: have a Great General alive
- SC: have a Great General alive, plus have Military Tradition policy, plus Heroic Epic wonder

Fertilizer
- C: have granary in all cities plus have a university
- SC: have granary in all cities plus have a university, plus have Biology tech

Rifling
- C: have a musketman alive
- SC: have a musketman alive, plus have Military Science tech, plus have the Professional Army policy

INDUSTRIAL ERA
Spoiler :
T9
Biology
- C: have oil resource OR a jungle tile OR as many forests as cities
- SC: have oil resource OR a jungle tile OR as many forests as cities, plus have Rationalism policy tree adopted

Steam Power New tech will be for Ironclad unit!
- C: have coal resource
- SC: have coal resource, plus have a Great Engineer in the Industrail era or after

Dynamite
- C: had once a Great Engineer or a Great Scientist in the Renaissance era or after
- SC: had once a Great Engineer or a Great Scientist in the Renaissance era or after, plus have a factory

T10
Electricity
- C: have 3 universities or one in every city
- SC: have 3 universities or one in every city, plus had once a a Great Scientist in the Industrial era or after

Replacable Parts New tech will be for Destroyer unit!
- C: have a factory OR 3 workshops or one in every city
- SC: have a factory OR 3 workshops or one in every city, plus the Ironworks wonder

Railroad
- C: have coal resource and a trade route
- SC: have coal resource and a trade route, plus have the Republic policy

T11
Refrigeration to be renamed for ships!
- C: have a coastal city, plus have oil resource
- SC: have a coastal city, plus have oil resource, plus have the Radio or Telegraph tech

Telegraph New tech will be for Battleship unit!
- C: have trade route to all your cities
- SC: have trade route to all your cities, plus have Railroad or Combustion tech

Radio
- C: have a theatre
- SC: have a theatre, plus have the Telegraph tech, plus a city sized 15 or more

Flight New tech will be for Carrier!
- C: had a Great Engineer in the Industrial Era or after
- SC: had once a Great Engineer in the Industrial Era or after, plus have Combustion and Radio techs

Combustion
- C: have oil resource
- SC: have oil resource, plus the Ironworks wonder

MODERN ERA
Spoiler :
T12

Plastics
- C: have aluminium resource
- SC: have aluminium resource, plus have a pop size 15 city at river

Penicillin
- C: have 3 hospitals or one in every city
- SC: have 3 hospitals or one in every city, plus have the Electronics tech, plus have average city size 10

Electronics
- C: have a factory OR have workshops in every city
- SC: have a factory OR have workshops in every city, plus had once a Great Engineer in Industrial era or after

Mass Media
- C: have a broadcast tower
- SC: have a broadcast tower, plus have Free Speech policy

Radar Only air unit here with the tech!
- C: have an air unit
- SC: have an air unit with 2 promotions, plus have the Electronics tech, plus have a military base built

Atomic Theory
- C: had a Great Scientist in the Industrial Era or after
- SC: had a Great Scientist in the Industrial Era or after, plus have Oxford University wonder

T13
Ecology
- C: have a forest or jungle tile, plus have a medical lab
- SC: have a forest or jungle tile, plus have a medical lab, plus have average city size 10

Computers New tech will be for Nuclear Submarine!
- C: have a medical lab, plus have a mechanized infantry unit
- SC: have a medical lab, plus have a mechanized infantry unit, plus had once a Great Engineer in Modern era or after

Rocketry New tech will be for Helicopter!
- C: have a mobile SAM unit
- SC: have a mobile SAM unit, plus have the Computers and Radar techs

Lasers New tech will be for Modern Armor!
- C: have aluminium resource, plus have an air unit alive
- SC: have aluminium resource, plus have a bomber unit alive, plus have the Computers tech, plus have a guided missile

Nuclear Fission
- C: have uranium resource
- SC: have uranium resource, have a research lab, plus had once a Great Scientist in Modern era or after

T14

Globalization
- C: have had trade with all civs alive
- SC: have had trade with all civs alive, plus have the Satellites and Computers techs

Robotics
- C: have Apollo Program done
- SC: have Apollo Program done, plus have a factory in all cities

Satellites
- C: have Apollo Program done
- SC: have Apollo Program done, plus have the Advenced Ballistics tech

Stealth
- C: have aluminium resource, plus have a bomber alive
- SC: have aluminium resource, plus have a bomber alive, plus have the Satellites tech

Advanced Ballistics
- C: had an atom bomb unit built
- SC: had an atom bomb unit built and used, plus have the Satellites tech

FUTURE ERA
Spoiler :
T15

Particle Physics
- C: have Apollo Program done
- SC: have Apollo Program done, plus had once a Great Engineer in the modern era or after

Nuclear Fusion
- C: have uranium resource, plus have a nuclear plant built
- SC: have uranium resource, plus have a nuclear plant built, plus have the Pentagon wonder

T16
Nanotechnology
- C: have Apollo Program done
- SC: have Apollo Program done, plus have built all Spaceship parts but Stasis Cahmber

T17
Future Tech
- C: have a Research lab in every city
- SC: have a Research lab in every city, plus have the Sovereignty policy



I attach a tech tree (12th of November: v2) where bold techs are for the main tree.
(Under the techs you can see pre-techs in italics)

I much welcome suggestions, improvements, corrections, opinions... :)

Thanks to Camikaze for the SC idea :)
 

Attachments

  • conditioned tech tree v2.zip
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It sounds like a quite a good idea in general.

However, it would seem that it would be possible to be severely hamstrung by geography. What if you don't have horses nearby? How do you continue along the path that horseback riding is on (assuming it is on a path of some sort)?

Perhaps a compromise between the two would be that the conditions listed simply gave a bonus to research, rather than being imperatives to any research at all.
 
It sounds like a quite a good idea in general.

However, it would seem that it would be possible to be severely hamstrung by geography. What if you don't have horses nearby? How do you continue along the path that horseback riding is on (assuming it is on a path of some sort)?

Perhaps a compromise between the two would be that the conditions listed simply gave a bonus to research, rather than being imperatives to any research at all.

Some of the conditions can be met easily and logically, if your civ develops.
I see no problem with that.

Those conditions that are tied to a resource would be for techs that are
to be placed on a side-branch, so that the civ can still go on the main branch...
 
Well that would be a fine way of dealing with the possible issue. Just so long as you won't be prevented from developing because of chance, it's fine.
 
I have them up to medieval age...
It makes a new branch, seeded from Bronze Working:

Iron Working - Metal Casting - Steel - Metallurgy (so far)

and of course there will be a new branch for the "ship" line
 
Nice! :) Love it! For our religion mod we were going to have polytheistic gods that were relevant to what you had access to, for e.g. no mountain god if you don't know of any mountains near your cities. :D

Having this idea for techs is really interesting. :)

Writing = meet a Civ though? ;D that would make island maps an odd experience science-wise. :D
 
Nice! :) Love it! For your religion mod we were going to have polytheistic gods that were relevant to what you had access to, for e.g. no mountain god if you don't know of any mountains near your cities. :D

Having this idea for techs is really interesting. :)

Lemmy, I give it to you free, this and every idea I have and will have ;)
Just make them a mod so I can play with it, and let me contribute with further brain work... :)
 
I don't think you should tie technology to resources. If you're on a continent without any iron at all you shouldn't have to wait for navigation to progress. Can you even get to navigation without iron and horses?
 
Have a unit killed? My poor guys! I usually take such good care of them . . .

How about for the military chain have the level below killled or have had them kill?

oups, I meant to kill a unit - not yours to be killed :) I will correct it...
 
I don't think you should tie technology to resources. If you're on a continent without any iron at all you shouldn't have to wait for navigation to progress. Can you even get to navigation without iron and horses?

Arguably this is what screwed the Iroquois IRL. If only they played a map with "balanced resources" . . .

(This would go a long way in addressing your concerns - if it doesn't maybe the map generation system would need to be tweaked).

Also - this could be another way of adjusting difficulty; you just start on disadvantaged land.
 
I don't think you should tie technology to resources. If you're on a continent without any iron at all you shouldn't have to wait for navigation to progress. Can you even get to navigation without iron and horses?

You can develop without resources - just then you cannot research the side-branches
that would be for the strategic resources.

You can have the basic units and almost all other things without strat resources...
and you can get to the end of the main tech tree...
 
I approve! Perhaps it might be useful to outline the 'maintstream' techs (techs that don't require resources/ideas/goods/etc.) so we can see how a player stuck on a 1 plot island with no friends would develop. Slowly and very lonely, obviously, but what about tech?

OK, I will use bold for techs that are main-line... :)
 
What if you didn't have a Great Scientist in the Industrial Area? Does that mean you're locked out of Atomic theory? :confused:
 
Another question: In Civ4, you couldn't build the Apollo Program if you didn't have Space victory enabled. Is it the same way in Civ5?

Overall, I really like your ideas.
 
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