dh_epic
Cold War Veteran
The Preamble (for Nerds)
Some of you may have seen this thought on a few other threads dealing with the tech tree. A lot of people have differing ideas of what would make the tech tree better, be it "blind research", more/less eras, new requirements and so on.
I had an idea that is inspired by reality -- where for centuries at a time, two nations diverge and progress in markedly different ways. They eventually re-converge, but often with noticable differences.
(There's a great book about this kind of thing called "The Real World of Technology". The idea is that technology doesn't just shape our life but our attitudes, and some innovations can push society in different ways. This is true of the Internet and ideas of Free Speech, or Chinese Bronzeworking and the early emergence of a Burocracy.)
An Example
For the sake of the argument, look at all the techs between gunpowder and nationalism (approximately half an era). The idea would be that there's two paths centered around metallurgy (say, between gunpowder, and nationalism).
The real life inspiration comes from medieval Europe. There were lots of peasant uprisings in the 1400s or so. In some cases, the peasants succeeded and there were big democratic reforms. In other cases, the peasants were thwarted by the might of the Lords above them, who had found new technologies to fortify their castles and so forth.
Realism is just a bonus. The real benefit is the idea of choosing your strategy, instead of merely racing through the techs. Say, after gunpowder, there are two paths to choose from. The militaristic path, and the democratic path.
Let's look at an example of the two path-choices.
The Two (Example) Paths
Militaristic Path: metallurgy (unit: cannons) --> fortification (improvement: castle, x2 defence) --> absolute monarchy (early Tyrannical government, unit: imperial guard, makes 2 unhappy citizens content) --> military tradition (cavalry) --> nationalism.
Democratic Path: populism (workers get 25% bonus speed) --> constitutional monarchy (early Democratic government, ) --> mercantilism (guild: +25% trade, production) --> free artistry (wonder: Shakespeare's Theatre) --> nationalism
Again, I'm just throwing out the specific techs and improvements on a whim. But the general idea is there. The military path gets you some killer military improvements and a government that aids a military style. The democratic path sacrifices said military improvements, but makes your society happier and more productive, including a government that aids this.
Other Branch Ideas
There's plenty to explore in this idea. Compare any two civilizations and find the inspiration for a branch.
The Near East versus Europe. Push towards Reformation, "Enlightenment" and the Scientific Method, or consolidate around Religious power and discover Fundamentalism?
Rome versus the Hebrews. Discover Monotheism in the ancient era and let religious thought guide you -- with more happiness and culture to boot. Or go for the "hard" benefits of iron, construction, and military might.
Ancient Greece. We can talk about discovering a technology *early*. You could discover the philosophical thought of Democracy one age early, but you would forego other advantages...
Summary
We're talking about dilemmas here. Many of the major techs would be the same, but with mini-branches in between. The ultimate path is the same, but the nuances are different. These nuances are what give your civilization subtle advantages and disadvantages. You're not just choosing between two techs, but two mutually exclusive strategies.
Major Effects
- More Strategic Choice: since they can't do it all, the player has real dilemmas that determine their overall strategy -- improve my society, or improve my ability to defend it?
- More Role Playing: while Civilization is not seen as an RPG, it is undeniable that we get into the mindframe of "this is the society I build, and these are its values". Tech tree dilemmas let us act out those values and differentiate ourselves. (We are a more pious people than the Japanese. We are a proud race of warriors with no respect for the weak.)
Minor Effects
- Less Tech Trading: players who go down different paths will have a hard time trading some technologies until they converge again.
- More Blocs: When there are two paths on the tech tree, choosing a path limits prevents you from trading technologies with those on the other path. Suddenly the world is cut in half based on who chose which path, and may impact who will stay friends and who will become enemies.
- Tech Manipulation: Suddenly you can push your less developed neighbors into your path. At the cross roads between a Military tech and a Social tech, you trade them the Social tech. This prevents them from getting a Military advantage on you. It also has a Bloc effect, giving you another tech-trading partner on your Social path, and isolating those on the Military path.
- More Realism: Note that I put this as a minor effect. Realism is just a bonus. Civilizations have diverged and converged throughout history. Now you can emulate those differences.
- Verisimilitude -- Rewrite History!: Not only does this let you emulate history, but lets England take a more "Chinese" path. Or lets the Ottomans take a more "European" path. While you're not constrained by how history actually unfolded, your choices are reasonably grounded. The end result is a game where history unfolds in unpredictable but believable ways.
Feedback
Do you have a beef with the idea that Civilizations have diverged in history, and should diverge in a game?
Is this cooler than religion?
How can this idea be improved, cleaned up, and refined?
What are some historical branches that might be cool to see?
Some of you may have seen this thought on a few other threads dealing with the tech tree. A lot of people have differing ideas of what would make the tech tree better, be it "blind research", more/less eras, new requirements and so on.
I had an idea that is inspired by reality -- where for centuries at a time, two nations diverge and progress in markedly different ways. They eventually re-converge, but often with noticable differences.
(There's a great book about this kind of thing called "The Real World of Technology". The idea is that technology doesn't just shape our life but our attitudes, and some innovations can push society in different ways. This is true of the Internet and ideas of Free Speech, or Chinese Bronzeworking and the early emergence of a Burocracy.)
An Example
For the sake of the argument, look at all the techs between gunpowder and nationalism (approximately half an era). The idea would be that there's two paths centered around metallurgy (say, between gunpowder, and nationalism).
The real life inspiration comes from medieval Europe. There were lots of peasant uprisings in the 1400s or so. In some cases, the peasants succeeded and there were big democratic reforms. In other cases, the peasants were thwarted by the might of the Lords above them, who had found new technologies to fortify their castles and so forth.
Realism is just a bonus. The real benefit is the idea of choosing your strategy, instead of merely racing through the techs. Say, after gunpowder, there are two paths to choose from. The militaristic path, and the democratic path.
Let's look at an example of the two path-choices.
The Two (Example) Paths
Militaristic Path: metallurgy (unit: cannons) --> fortification (improvement: castle, x2 defence) --> absolute monarchy (early Tyrannical government, unit: imperial guard, makes 2 unhappy citizens content) --> military tradition (cavalry) --> nationalism.
Democratic Path: populism (workers get 25% bonus speed) --> constitutional monarchy (early Democratic government, ) --> mercantilism (guild: +25% trade, production) --> free artistry (wonder: Shakespeare's Theatre) --> nationalism
Again, I'm just throwing out the specific techs and improvements on a whim. But the general idea is there. The military path gets you some killer military improvements and a government that aids a military style. The democratic path sacrifices said military improvements, but makes your society happier and more productive, including a government that aids this.
Other Branch Ideas
There's plenty to explore in this idea. Compare any two civilizations and find the inspiration for a branch.
The Near East versus Europe. Push towards Reformation, "Enlightenment" and the Scientific Method, or consolidate around Religious power and discover Fundamentalism?
Rome versus the Hebrews. Discover Monotheism in the ancient era and let religious thought guide you -- with more happiness and culture to boot. Or go for the "hard" benefits of iron, construction, and military might.
Ancient Greece. We can talk about discovering a technology *early*. You could discover the philosophical thought of Democracy one age early, but you would forego other advantages...
Summary
We're talking about dilemmas here. Many of the major techs would be the same, but with mini-branches in between. The ultimate path is the same, but the nuances are different. These nuances are what give your civilization subtle advantages and disadvantages. You're not just choosing between two techs, but two mutually exclusive strategies.
Major Effects
- More Strategic Choice: since they can't do it all, the player has real dilemmas that determine their overall strategy -- improve my society, or improve my ability to defend it?
- More Role Playing: while Civilization is not seen as an RPG, it is undeniable that we get into the mindframe of "this is the society I build, and these are its values". Tech tree dilemmas let us act out those values and differentiate ourselves. (We are a more pious people than the Japanese. We are a proud race of warriors with no respect for the weak.)
Minor Effects
- Less Tech Trading: players who go down different paths will have a hard time trading some technologies until they converge again.
- More Blocs: When there are two paths on the tech tree, choosing a path limits prevents you from trading technologies with those on the other path. Suddenly the world is cut in half based on who chose which path, and may impact who will stay friends and who will become enemies.
- Tech Manipulation: Suddenly you can push your less developed neighbors into your path. At the cross roads between a Military tech and a Social tech, you trade them the Social tech. This prevents them from getting a Military advantage on you. It also has a Bloc effect, giving you another tech-trading partner on your Social path, and isolating those on the Military path.
- More Realism: Note that I put this as a minor effect. Realism is just a bonus. Civilizations have diverged and converged throughout history. Now you can emulate those differences.
- Verisimilitude -- Rewrite History!: Not only does this let you emulate history, but lets England take a more "Chinese" path. Or lets the Ottomans take a more "European" path. While you're not constrained by how history actually unfolded, your choices are reasonably grounded. The end result is a game where history unfolds in unpredictable but believable ways.
Feedback
Do you have a beef with the idea that Civilizations have diverged in history, and should diverge in a game?
Is this cooler than religion?

How can this idea be improved, cleaned up, and refined?
What are some historical branches that might be cool to see?