Nikis-Knight
Deity
Simple things are way low on the priority list.
i did (as in, its part of the tech tree only mod) tho i almost posted it without it
about getting the AI to pick wisely, its also about helping new players, but from what ive heard theyve tried helping the AI, but the AI still knows how to wander around the tech tree aimlessly.
it is for the most recent patch (patch J), it does not include patch J if thats what you're asking.
it includes the tech tree i use in my mod, so the civtechinfos.xml file, along with all dependencies, such as:
-building infos because of Heroic epic which was in Honor but now in Chivalry
-game text ffh because i changed Armored Cavalry to Chivalry to fit better (since it branches off of feudalism and holds everything that was in Honor)
-unit infos because a few units were in techs that were removed and the change to hunters to put them on the same tech tier as all other tier 2 units (i.e. tech tier 3)
-civic infos because liberalism and constitution were removed and the civics within them were moved else where (mercantilism and taxation respectively)
-2 python files, FFH spells and custom functions, to fix assassin recruitment and lair spawning due to change from poisons to deception.
This is just one example: there are actually many places where bonuses are given which may or may not be relevent.
Ok, firstly - This is my first post, so hi everyone and all that jazz.
Secondly, I have been playing FFH for a few weeks, maybe a month, completed 6 games and ran through about 20 games which I played about 300 turns. Not to mention the dozens of games which I played only the first 100 turns. Most of these games were on standard-large maps set to quick.. I found that any of the slower game speeds made the first 100 turns very very very slow - basically click click click, due to the reduced speed of learning techs. I wanted to give this information so that my statements on the Tech tree are put into perspective for the game settings I have used.
Overall? The tech tree "works". It is obvious that a lot of work went into the tech tree development. But I do have a few comments regarding the tree which may be considered slight criticisms.
1) I never felt that I was following any technology path. The religeous techs are dead ends, so grab the religeon of choice and almost every other tech decision is the same as any other game. My biggest thought on correcting this would be if each of the different religeous techs led to priesthood - and you continued on with the religeous track with your religeon.
2) The tech tree is very front loaded. About 200 turns, maybe 250 turns, into the game my civ will have expanded and grown to the point where I will be producing soo many research points that the list of things to research will be about 8 items which are 1 turners, and 2-3 items which are 6 turns. This ratio tells me that there are too many early techs and not enough late techs, or maybe that it is another signal of too many short branches.
3) Many techs give bonuses - which aren't applicable. A great example which comes to mind is the +1 to lumbermills provided by commune with nature -- but if I am playing elves and made a beeline for the tech, then I never have the lumber mills - and infact, since the lumber mills are given by iron working, which seems to be more closely related to the dwarven area of the tree - When I play the elves, I never have lumber mills until end game when I research the metal working techs just to get points. And if I follow the metal working list - no reason to go for commune. This is just one example: there are actually many places where bonuses are given which may or may not be relevent.
With all of this being said - I think that Fall from Heaven 2 is an Amazingly good job. I only came onto this site so that I could learn some basic modding for this game to fix one thing (which your mod does not fix, imo) - but in learning how to make the change, I stumbled across this "mod", decided to download, and have loved it ever since. (by the way, the change which I feel your mod does not fix is the Open Borders thing. I hate the fact that every civ wants open borders right at the begining of the game and pester me about it until I give in. Very easy to change - which I have already done - but look at the real world, how many countries allow other countries to move armies through thier cities/countryside without even some warning?)
2) The tech tree is very front loaded. About 200 turns, maybe 250 turns, into the game my civ will have expanded and grown to the point where I will be producing soo many research points that the list of things to research will be about 8 items which are 1 turners, and 2-3 items which are 6 turns. This ratio tells me that there are too many early techs and not enough late techs, or maybe that it is another signal of too many short branches.
Said otherwise, Sureshot/Chandrasekhar's and my solution both reduce the list of researchable techs, but Sureshot/Chandrasekhar's solution would reduce meaningful choices, while my solution would increase meaningful choices.
Actually, I would say that the main difference between our approaches is that while Sureshot and I have a finished tech tree that accomplishes its purpose, I still haven't seen any evidence that your approach would work.
While I wouldn't say anything is perfect, I don't think a situation where you have several techs that cost 1-2 turns and a few that cost, say, 10-12 turns means the choice is meaningless.most of them being false and meaningless choices/options due to their high cost as IIRC Chandrasekhar pointed out a while ago.
Maybe it would work well here, maybe it wouldn't. I'm just saying that the tech tree that Sureshot and I designed serves its purpose very well, as I evaluate it.The approach works in SMAniaC, my SMAC mod. It has a tech tree encouraging specialization, and the SMAC research cost is almost solely determined by how many techs you already have (which creates its own problems, hence something in between would be best IMO).
Anyway, if this could be implemented without an SDK change, I'd do it right away, instead of posting the idea here for the very small chance it might actually be implemented.
Presumably those expensive techs are porportionaly better than the cheap ones.
Here's where the concept runs into trouble. The later techs often aren't as good as the late ones. Of course the military techs can be quantified and said to be better than the ones previous, but many of the buildings and other economica bonuses don't have that sort of progression.