Dev Diaries: Plans for 1.15

Wait a minute... What makes this tree so special anyway? How is it better than the one in Realism Invictus for example?

Why would Bombards come before Muskets?

Because bombards are easier to produce than muskets? :dunno:

I didn't want to say anything at first, but now that Tigranes has brought it up, I too think this is a colossal waste of time on a pet project that doesn't particularly help anyone and probably will do more harm than good, like Canada but a few orders of magnitude bigger.

Oh well, at least now you openly admit that you are not willing to approach this rationally.
 
I see this as the turning point where Dawn of Civilization changes from 'modmod of RFC' to 'Leoreth's favourite mod / Civilization as he wants it to be', if that makes sense.

There is nothing wrong with that; it's your mod, after all, and you've done outstanding things.

I, also, am against this, or at the utmost, ambivalent; this tech tree seems more restrictive, less ironed out - and indeed, a step back, I would posit - and especially considering the fact that this mod is about history... Yeah. I gave it a day's thought - I saw this thread before anyone had replied, and I've looked at this tech tree in detail in the past - but I really don't see it working without a year (or more) of ironing out... And even then, I believe you'd be slowly moving back into the direction of Beyond the Sword. I suspect that the symmetric structure of this tech tree isn't maintainable, needing to go through increasingly larger hoops.

Again, that is perfectly fine, because this is your mod. I'm not complaining. I would, however, inquire as to the possibility of keeping a branch around with the original tech tree. Perhaps people from this community could keep that up, if it'd be too much work for you (I don't know how Git works, how feasible it is to keep two branches that have a different tech tree)?
 
Again, that is perfectly fine, because this is your mod. I'm not complaining. I would, however, inquire as to the possibility of keeping a branch around with the original tech tree. Perhaps people from this community could keep that up, if it'd be too much work for you (I don't know how Git works, how feasible it is to keep two branches that have a different tech tree)?

That would probably be too much work.

Keeping the old tech tree in a different modmod maintained by a different person altogether however...

How did Canada do more harm than good? I liked it much better than having Britain/Indies rule until the end of the game.

They are yet another stone tossed in poor neglected England's path. You know when the height of the British Empire was? Late 19th century. You know, a little after Canada's spawn takes away a seizable portion of their territory. Never mind that if you play England for UHV you often don't even get to see much of the 19th century, which is just completely against historical flavor. It's as if Spain's UHV would trigger before Optics, or America's before the 20th century. I don't need a global British Empire until the end of the game, I just want it to last until the early 20th century at least, as it did in real life.
 
I see this as the turning point where Dawn of Civilization changes from 'modmod of RFC' to 'Leoreth's favourite mod / Civilization as he wants it to be', if that makes sense.

There is nothing wrong with that; it's your mod, after all, and you've done outstanding things.
Without being too presumptuous, but that's what it's been from like 1.8 on. I deliberately changed the tagline from modmod to spiritual successor with 1.13 and alluded to things like this in the introductory paragraph. There also was a poll a while back where at least a plurality was in favor of departing further from the basic assumptions of the mod.

I, also, am against this, or at the utmost, ambivalent; this tech tree seems more restrictive, less ironed out - and indeed, a step back, I would posit - and especially considering the fact that this mod is about history... Yeah. I gave it a day's thought - I saw this thread before anyone had replied, and I've looked at this tech tree in detail in the past - but I really don't see it working without a year (or more) of ironing out... And even then, I believe you'd be slowly moving back into the direction of Beyond the Sword. I suspect that the symmetric structure of this tech tree isn't maintainable, needing to go through increasingly larger hoops.
Actually I had a similar reaction when I first encountered this tech tree. The rigid nature seemed like a neat feature for its own sake, but after reviewing it in more detail and playing with it I was impressed with how well everything fits together. A lot of things that feel out of context or not era appropriate in the BtS tech tree fit much better here in my perception. There is also the fact that it has more techs and is more granular. I think the smaller increments in elements in the game becoming available feels better. Again, all of those additions slots into each other quite nicely in my opinion.

And I don't really think the "tried and true" old tech tree is doing its job as well as is assumed here. There's already some stuff added to the mod that the current number of techs can barely handle, and consider that aspects like an expansion of the unit roster (especially at sea, but partially also on land) are being discussed and are both probable and apparently popular. I was already putting plans and documentation for things like this together behind the scenes and to me it felt more like a construct threatening to collapse under its own weight.

I recognize that the tech tree is one of the central elements of the game and that there is a lot of value in having it being well known and memorized. But I don't think this tree is that much of a departure from the current one once you're used to it, because it still follows much of the same familiar beats. In some cases, existing techs are split into multiple concepts that were previously subsumed under one name, in others techs moved to eras where their concept makes more sense. But I feel it's all very intuitive.

This is a radical change and I expected skepticism and pushback, that's a natural reaction to radical change. That does not mean that the end result must be bad, so I hope everyone gives the outcome a chance.

Again, that is perfectly fine, because this is your mod. I'm not complaining. I would, however, inquire as to the possibility of keeping a branch around with the original tech tree. Perhaps people from this community could keep that up, if it'd be too much work for you (I don't know how Git works, how feasible it is to keep two branches that have a different tech tree)?
All previous release tags will stay in place so you can always stay on 1.14 without problems. Consequently, it's easy for another modder to create a fork on 1.14 and continue from there as a modmod.

But that sounds like some amount of work assuming this modmod intends to stay in synch with other changes I'm making on the base, so I'm not going to do this myself.

They are yet another stone tossed in poor neglected England's path. You know when the height of the British Empire was? Late 19th century. You know, a little after Canada's spawn takes away a seizable portion of their territory. Never mind that if you play England for UHV you often don't even get to see much of the 19th century, which is just completely against historical flavor. It's as if Spain's UHV would trigger before Optics, or America's before the 20th century. I don't need a global British Empire until the end of the game, I just want it to last until the early 20th century at least, as it did in real life.
Actually, agreed on the scope of the English UHV.
 
Hey, I'm intrigued by this new tech tree. HR has a well thought out & interesting flow to it--with much more of a broad sweep of history feel to it. Indeed, the only reason why I don't finish HR games is because I end up missing auto corp spread (which I see is in the works), historic spawns & the rest of DOC's thing.

This is a radical change and I expected skepticism and pushback, that's a natural reaction to radical change. That does not mean that the end result must be bad, so I hope everyone gives the outcome a chance.

It's your baby so keep on keeping on, Leo. Does anyone here truly miss the bonkers way that Rhye's stability system worked?
 
Does anyone here truly miss the bonkers way that Rhye's stability system worked?

Fiiiiine, but apart from the new and improved stability system, the new civs, the more historical spawns and UHVs, the fixed bugs, the new corporation mechanic and the revamped Plague, what has Leoreth ever done for us? :mad:
 
Fiiiiine, but apart from the new and improved stability system, the new civs, the more historical spawns and UHVs, the fixed bugs, the new corporation mechanic and the revamped Plague, what has Leoreth ever done for us? :mad:

Don't forget picking awseome characters as his Avatar on the forums!

Definately makes it easier to imagine for when I finnally make my fan fiction of all y'all ;)
 
As already mentioned, the HR tech tree, has many problems.
For example there should be something like: Pottery->Writing->Mathematics
Or you can see that chemistry doesn't require alchemy.
Or that you can build radio without electronics!
Pneumatics should be a classical era tech.
Steam power and thermodynamics are the same thing.


Generally, tech tree should be something like this:

Electricity->Electrics->Electronics->Semiconductors->Quantum Mechanics

Electricity:
*Enables light bulb

Electrics:
*Telephone.
*Enables power plants.
*etc.

Electronics:
*Enables radio
**Rock and Roll
*Enables Control systems
etc.

Semiconductors:
*Enables computers
**Internet
*Enables Laser

Quantum mechanics:
*Enables quantum computers
etc.

Instead you see something like:

Electricity->Telephone (cause we don't know how to name electrics)->Radio (radio BEFORE electronics)->Electronics (yes there is radio AND electronics in the tech tree)->Computers (we don't know what "semiconductors" means)->(sorry, no quantum computers for you)

On the other hand, I like the idea of many cheap techs than few expensive. And the tech tree should be updated.
These are some old thoughts on tech tree:
Techs:

Currency: requires writing and mining, cheap (same as writing), enables trade routes, mercenaries

Thermodynamics: renamed steam power, require replacable parts, chemistry, scientific method
Rocketry: requires: flight, industrialism, artillery
Railroad: minor technology (1/2 beakers)
Laser: requires plastics only
Fiber optics: requires laser only
Superconductors: refregeration and computers
Fusion: requires fision and superconductors
Genetics: require medicine and refregaration
Composites: require only plastics

Raws
Flight->Rocketry->Satelites
Flight->Advanced flight->Stealth
Scientific method->Physics->Electricity->Fision->Fusion
Electricity->Refregaration->Superconductors->Fusion
Electricity->Radio->Computers->Robotics
Chemistry->Thermodynamics->Railroad->Combustion
Biology->Medicine->Genetics
Laser->Fiber Optics
Currency->Banking->Economics->Corporation
 
I like the more techs part for better separations of good units and good improvements/civics.
 
I don't really see why people do have that much problems with things like:
"Tech A doesn't require tech B, but it really should because of reason X."
If that really is the case, we can easily add tech B to the requirements of tech A. That it isn't a requirement in HR doesn't mean it has to be in DoC as well.
 
Oh, oh, can I be the villain please?

I'll have you quote slavoj zizek's views on stalin.

I don't really see why people do have that much problems with things like:
"Tech A doesn't require tech B, but it really should because of reason X."
If that really is the case, we can easily add tech B to the requirements of tech A. That it isn't a requirement in HR doesn't mean it has to be in DoC as well.

I look at the complaints like this: They are noting and filing their proposed changes. Just in a less polite manner
 
Don't forget picking awseome characters as his Avatar on the forums!

Definately makes it easier to imagine for when I finnally make my fan fiction of all y'all ;)
:lol:

That reminds me to stop being Dave though, Collide is a while ago already.

I don't really see why people do have that much problems with things like:
"Tech A doesn't require tech B, but it really should because of reason X."
If that really is the case, we can easily add tech B to the requirements of tech A. That it isn't a requirement in HR doesn't mean it has to be in DoC as well.
Within some limits though, due to the rigidity of the tree. I see that as a valid complaint, but I think many criticisms of missing connections either misinterpret the new techs or miss how implicit requirements are created through AND connections.

I look at the complaints like this: They are noting and filing their proposed changes. Just in a less polite manner
I tried to steer this discussion into a more constructive context in the initial post but that was apparently not very successful :)
 
Leoreth will change the changes he made to the changes Rhye made to the changes the expansion pack made to the changes Civ IV made to Civ, now it will suck.
 
I tried to steer this discussion into a more constructive context in the initial post but that was apparently not very successful :)

Never underestimate the toxicity potential of an online community.
 
The point Leoreth made about incremental steps is a very good one, I would note.
 
Never underestimate the toxicity potential of an online community.
To avoid being misunderstood, I don't think any post in this thread is even close to being toxic. All reactions expressed here are valid and this is the right place to air them. I was only talking about which kind of feedback would end up being involved in the development process.
 
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