Feedback: Tech Tree

I have to also add that America only came about in the late 1700s, and these were originally colonists from Britain, so they knew the "techs" of the ancient, classical, renaissance, and other techs that the British knew. It was especially hard to look at their beginning techs since they were ancient techs for a modern civ.
 
I have to also add that America only came about in the late 1700s, and these were originally colonists from Britain, so they knew the "techs" of the ancient, classical, renaissance, and other techs that the British knew. It was especially hard to look at their beginning techs since they were ancient techs for a modern civ.

That's an unavoidable problem if America, or any modern nation with no early history of its own, is included as a civ. It's part of the reason why I don't wish to add any more such civs.


A few additional changes to the chart that I posted earlier:

• Pastoralism has been renamed Domestication
• Fortification is gone from the Ancient/Classical era
• In its place is a new tech: Plumbing (unlocks Aqueducts, Bath, Hanging Gardens)​


I've ended up making more changes to the Medieval/Renaissance era than I intended but I'm making good progress. Will hopefully have a preview soon.
 
But I thought you were planning on adding Brazil, so how will you work that out? Brazil's independence from Portugal came in 1822, later than America's independence from Britain.
 
I really like the changes you've made to the early tech tree.
I hope you won't think me presumptuous if I suggest a few more tweaks in the same direction.
I've attached a copy of my proposed changes to this post.
I don't have much time this afternoon so I'll just give a brief summary:

Crosslinks:
  • Pottery --> The Wheel
  • The Wheel --> Construction
  • Construction --> Shipbuilding
  • Cartography --> Mathematics

Note: Pastoralism --> Leather Working and Leather Working --> Riding are naturally present in the revised version.

Comments:
  • Carving leads to Pottery and Archery. The three most important early game technologies - Agriculture, Pastoralism, and Mining - have no prerequisite. Note that Agriculture and Pastoralism lead to Property and the Monarchy civic, so it is doubly important that no civilization has an advantage in that race.
  • Textiles has been removed, Archery has been added, and Leather Working has been retained. There were too many new buildings in the Ancient Era (Well, Weaver, Tanner, Cemetery, Kiln) and of those, the Weaver caused the most problems: its culture output competed with the Monument and Theatre; and its resource bonuses were too terrain dependent. It should be reintroduced in the Classical or Medieval Era, with a name change as appropriate.
  • Nazca Lines have been recast as the Incan Unique Wonder, replacing the National Monument. (Their current Unique Wonder, Machu Picchu, is woefully inadequate. It was not only a residence of kings; it was a city in its own right. That's why it is included on the Incan city list; it makes no sense to "build Machu Picchu" in Tiwanaku, for instance.)
  • In place of the Nazca Lines, a new Wonder from pre-Columbian America has been introduced: the Cliff Palace, built in Mesa Verde by the Anasazi. Effect: -100% city maintenance, +25% food stored (stacks with Granary and Smokehouse)
  • Astronomy has been renamed Cartography. It enables Open Borders and centres the World Map.
  • The Fishing Boats improvement has been split up into Fishery (for Fish, Shellfish, and Clam) and Harvest (for Seal, Whale, and Amber). Whaling is now in its proper place in the tech tree: the Japanese, the Norwegians, and the Inuit (among others) hunted whales in the Ancient Era.
  • Horseman now require Employment, Riding, and either Copper or Iron.
  • Baths are left at Medicine; there are plenty of health buildings in the Ancient Era already.
  • The Granary has been moved to Agriculture. Wineries are enabled at Pottery.
  • Spearman are available at Copper Working not Agriculture.
  • I much prefer the name Sailing (which makes sense for Work Boats and trade over rivers) to Boating (which implies a recreational activity.) Likewise, I prefer Pastoralism (or Animal Husbandry) to Domestication (which applies to plants such as Cotton as well as to animals).
 
But I thought you were planning on adding Brazil, so how will you work that out? Brazil's independence from Portugal came in 1822, later than America's independence from Britain.

I'm thinking of adding Brazil the region/culture, not Brazil the nation-state. It's just a concept at this stage, I need to do more research first and that's not a priority right now.

I really like the changes you've made to the early tech tree.
I hope you won't think me presumptuous if I suggest a few more tweaks in the same direction.
I've attached a copy of my proposed changes to this post.
I don't have much time this afternoon so I'll just give a brief summary:

Your proposal is very similar to an alternate version I came up with when experimenting. Some aspects I quite like, others I'm not so sure on. I'll experiment some more when I finish with the Medieval/Renaissance. A few comments:

Carving leads to Pottery and Archery. The three most important early game technologies - Agriculture, Pastoralism, and Mining - have no prerequisite. Note that Agriculture and Pastoralism lead to Property and the Monarchy civic, so it is doubly important that no civilization has an advantage in that race.

I can see the value in making Pastoralism have no prerequisite but I don't think it's appropriate for Mining. I also want each of the 'stone age' starting techs to lead to just one other tech otherwise the choice becomes an advantage in itself.

Nazca Lines have been recast as the Incan Unique Wonder, replacing the National Monument. (Their current Unique Wonder, Machu Picchu, is woefully inadequate. It was not only a residence of kings; it was a city in its own right. That's why it is included on the Incan city list; it makes no sense to "build Machu Picchu" in Tiwanaku, for instance.)

In place of the Nazca Lines, a new Wonder from pre-Columbian America has been introduced: the Cliff Palace, built in Mesa Verde by the Anasazi. Effect: -100% city maintenance, +25% food stored (stacks with Granary and Smokehouse)

Machu Picchu was never really a city, it's more like a royal estate. Something similar can be said of a lot of archaeological sites though so it's really a case of ensuring we're not using such a site as both a city or wonder and that we're reasonably internally consistent. The Incan citylist is not one I've reviewed yet and I'm inclined to remove Machu Picchu from it. There's no art for the Cliff Palace and to be honest that's just as much a candidate for 'city' as Machu Picchu is.

I have art for the Nazca Lines and I think they fit the criteria for world wonder perfectly.

Astronomy has been renamed Cartography. It enables Open Borders and centres the World Map.

Not finalized yet but I'll probably be adding Cartography to the Medieval/Renaissance era.

Whaling is now in its proper place in the tech tree: the Japanese, the Norwegians, and the Inuit (among others) hunted whales in the Ancient Era.

They did but only in coastal waters. Whales and Whaling Boats in BTS and HR require ocean. I'm not sure there's any benefit in changing that.

Baths are left at Medicine; there are plenty of health buildings in the Ancient Era already.

Agreed. I'll leave it at Medicine and crosslink Plumbing.

I much prefer the name Sailing (which makes sense for Work Boats and trade over rivers) to Boating (which implies a recreational activity.)

I reverted it to Sailing already, I didn't like Boating either. I forgot to update the chart though.

Likewise, I prefer Pastoralism (or Animal Husbandry) to Domestication (which applies to plants such as Cotton as well as to animals).

Yeah, Domestication is a little ambiguous. I've no problem changing it back.
 
Your proposal is very similar to an alternate version I came up with when experimenting. Some aspects I quite like, others I'm not so sure on. I'll experiment some more when I finish with the Medieval/Renaissance.

What do you think of the minor changes: moving Spearmen to Copper Working, Horsemen to Employment, Wineries to Pottery, and Granaries to Agriculture?
And the major one: replacing Textiles with Archery and moving Weavers to a later era?

I can see the value in making Pastoralism have no prerequisite but I don't think it's appropriate for Mining. I also want each of the 'stone age' starting techs to lead to just one other tech otherwise the choice becomes an advantage in itself.

So long as Pastoralism is a prerequisite to Property, it should have no prerequisites of its own. As for Carving: it makes sense as a prerequisite to all of Archery, Mining, and Pottery. Hunting takes care of Archery; and of the other two, I'd rather that Mining stand alone. One reason is that Carving cheapens the Creative trait. Creative leaders should be able to skip Monuments and the Carving technology in the opening turns, but they can't if it leads to Mining.

Machu Picchu was never really a city, it's more like a royal estate. Something similar can be said of a lot of archaeological sites though so it's really a case of ensuring we're not using such a site as both a city or wonder and that we're reasonably internally consistent. The Incan citylist is not one I've reviewed yet and I'm inclined to remove Machu Picchu from it.

Alternatively, you could keep Machu Picchu on the city list and change the name of the Unique Wonder to match one of the primary buildings on the estate: the Temple of the Sun. I imagine Incan city names are hard to come by as it is.

I have art for the Nazca Lines and I think they fit the criteria for world wonder perfectly.

They certainly do; the only question is: what bonus should they provide? It's a difficult question, since we don't know what purpose the figures served. One option is to give the Nazca Lines the Stonehenge bonus: a free Monument in every city. Stonehenge can then be recast as the Druidic shrine, in place of the mythical "Pool of Balance." Alternatively, you could give the Nazca Lines the old Moai Statues bonus: +1 hammer on coast tiles. It's certainly as good a candidate as any.

Not finalized yet but I'll probably be adding Cartography to the Medieval/Renaissance era.

Fair enough. I still think Astronomy is a poor fit as an Ancient Era tech. The ancient Babylonians, Greeks, Indians, Mayans, etc. took some fairly accurate measurements of the orbits of various heavenly bodies but they still regarded these as manifestations of the gods and had little direct knowledge of the subject of their investigations. True celestial navigation was not possible until the early Renaissance, when Arabs and Europeans invented the sextant to determine longitude. Perhaps Astrology would be a better name?

They did but only in coastal waters. Whales and Whaling Boats in BTS and HR require ocean. I'm not sure there's any benefit in changing that.

As it stands, Whales are the last resource to be unlocked and the first resource to become obsolete. And the "Fishing Boats" improvement makes little sense for Seals and Amber: Seals are hunted, Amber is scavenged. Recasting the "Whaling Boats" improvement as a "Sea Harvest," available in the Ancient Era, fixes those problems.
 
moving Spearmen to Copper Working

This makes sense but I'd need to see where everything else ends up first.

Horsemen to Employment

What's your rationale for this one?

Wineries to Pottery, and Granaries to Agriculture?

Not so keen on this one as it makes Agriculture too important. Property is very desirable for Monarchy, I don't think placing both the Granary and the Smokehouse enroute to it is a good idea.

And the major one: replacing Textiles with Archery and moving Weavers to a later era?

I'm holding off on any decision here until I work out what I'm doing about happiness/health possibly being a bit too easy to manage. Feedback on that issue is most welcome.


Alternatively, you could keep Machu Picchu on the city list and change the name of the Unique Wonder to match one of the primary buildings on the estate: the Temple of the Sun. I imagine Incan city names are hard to come by as it is.

For now I'll wait until I review the Incan citylist. Not likely to be in 0.9.5.

They certainly do; the only question is: what bonus should they provide? It's a difficult question, since we don't know what purpose the figures served. One option is to give the Nazca Lines the Stonehenge bonus: a free Monument in every city. Stonehenge can then be recast as the Druidic shrine, in place of the mythical "Pool of Balance." Alternatively, you could give the Nazca Lines the old Moai Statues bonus: +1 hammer on coast tiles. It's certainly as good a candidate as any.

I don't want Stonehenge as the Druidic shrine. It's not Celtic or Druidic in origin and its easy to rename the Pool of Balance to something more appropriate. It's a fairly generic graphic, I just need to do some research.

Deciding on a bonus for the Nazca lines is tricky for sure but I'm sure we'll come up with something appropriate.

Fair enough. I still think Astronomy is a poor fit as an Ancient Era tech. The ancient Babylonians, Greeks, Indians, Mayans, etc. took some fairly accurate measurements of the orbits of various heavenly bodies but they still regarded these as manifestations of the gods and had little direct knowledge of the subject of their investigations. True celestial navigation was not possible until the early Renaissance, when Arabs and Europeans invented the sextant to determine longitude. Perhaps Astrology would be a better name?

It depends if I add Astronomy as a tech to the Medieval/Renaissance era or not. Ideally it would be there and I've made a mockup where it fits reasonably well. The issue is that now there is nothing for Physics/Mechanics to unlock. Certainly no room for an Optics tech.

As it stands, Whales are the last resource to be unlocked and the first resource to become obsolete. And the "Fishing Boats" improvement makes little sense for Seals and Amber: Seals are hunted, Amber is scavenged. Recasting the "Whaling Boats" improvement as a "Sea Harvest," available in the Ancient Era, fixes those problems.

Any decision on this will need to wait til I finalize what's happening with deep ocean. I've taken a break from working on that for a bit.
 
What's your rationale for this one?

It reduces "clumping" in the tech tree. Don't get me wrong: a dedicated military branch is a great for flavour. But it grows a bit stale when a single technology, Iron Working, unlocks both a unit and its counter, namely Swordsmen and Horsemen. As it happens, distributing units across the tech tree is something BtS does particularly well. Macemen, Crossbowmen, Knights, and Pikemen are unlocked at varying points in the Medieval Era - at Civil Service, Machinery, Guilds, and Engineering, respectively - though they all require resources from the bottom military branch of the tech tree. Similarly, Horsemen could be unlocked at Employment but would still require Riding and either Copper or Iron.

It depends if I add Astronomy as a tech to the Medieval/Renaissance era or not. Ideally it would be there and I've made a mockup where it fits reasonably well. The issue is that now there is nothing for Physics/Mechanics to unlock. Certainly no room for an Optics tech.

Depending on where Physics/Mechanics goes, it could unlock the Trebuchet or Ballista. (Crossbowmen would stay at Machinery and Siege Towers would stay at Siegecraft.) Civic Squares could be moved back from Nationalism to Clockwork, if you choose to include it. Meanwhile, Optics and (Renaissance Era) Astronomy would allow for a more staggered approach to Naval units. Galleons, Privateers, Frigates, and Ships of the Line shouldn't all arrive at Charter.

Not so keen on this one as it makes Agriculture too important. Property is very desirable for Monarchy, I don't think placing both the Granary and the Smokehouse enroute to it is a good idea.

Now that the Granary has been reduced to 25% food stored, it is no longer an automatic first build in all cities. I routinely build a Monument, Cemetery, Kiln, Tanner, Library, even a Theatre, before I bother with a Granary or Smokehouse. So I don't think it would be too strong. In fact, I rather like the symmetry between Agriculture-Farm-Granary and Pastoralism-Pasture-Smokehouse. It also helps reduce clumping: why unlock both the Kiln and Granary at Pottery; both the Plantation and Winery at Calendar?

I'm holding off on any decision here until I work out what I'm doing about happiness/health possibly being a bit too easy to manage. Feedback on that issue is most welcome.

I'll be posting some thoughts on the new resources soon. I think toning down some the new resource buildings (the Tanner, Weaver, Smokehouse, Tavern, etc.) will help. Beyond that, I'm not sure there's much you can do. Happiness is relatively easy to manage in BtS as well, at least once you reach Calendar and Monarchy in the Classical Era; and health doesn't really become a problem until the Industrial Era.
 
Depending on where Physics/Mechanics goes, it could unlock the Trebuchet or Ballista. (Crossbowmen would stay at Machinery and Siege Towers would stay at Siegecraft.)

Given Physics/Mechanics is meant to represent Newtonian physics and the likes it's in the Renaissance and much too late for the Ballista/Trebuchet.

Civic Squares could be moved back from Nationalism to Clockwork, if you choose to include it.

I don't think I'll include Clockwork, I think it's covered by Machinery. I've currently shifted the Civic Square to Urban Planning (early medieval). I'll try and get a draft preview posted soon.

Meanwhile, Optics and (Renaissance Era) Astronomy would allow for a more staggered approach to Naval units. Galleons, Privateers, Frigates, and Ships of the Line shouldn't all arrive at Charter.

I definitely want to spread out the Age of Sail ships more. I'm still experimenting with that part of the tree a lot.

Now that the Granary has been reduced to 25% food stored, it is no longer an automatic first build in all cities. I routinely build a Monument, Cemetery, Kiln, Tanner, Library, even a Theatre, before I bother with a Granary or Smokehouse. So I don't think it would be too strong. In fact, I rather like the symmetry between Agriculture-Farm-Granary and Pastoralism-Pasture-Smokehouse. It also helps reduce clumping: why unlock both the Kiln and Granary at Pottery; both the Plantation and Winery at Calendar?

Hmm. I am a sucker for symmetry, I'll consider it.

I'll be posting some thoughts on the new resources soon. I think toning down some the new resource buildings (the Tanner, Weaver, Smokehouse, Tavern, etc.) will help. Beyond that, I'm not sure there's much you can do. Happiness is relatively easy to manage in BtS as well, at least once you reach Calendar and Monarchy in the Classical Era; and health doesn't really become a problem until the Industrial Era.

Those buildings were all designed when resources didn't give happiness/health directly so they certainly need some toning down. It's frustrating that resources can only give happiness/health or % modifiers to yield via buildings. I tried to code other options but it's very hard to reconcile civilization-wide resources with city-only buildings without significant slowdown in turn time. However, what do you think of this as a rough concept:

Weaver
Requires Textiles
Cost: 50
• +1 culture
• +5% commerce from Dye, Cotton, Flax, Silk, Sheep

Basically, a modifier that increases the more types of resources you get, up to a maximum of 25%. Not all the buildings in question suit such a change of course but do you think something like this is worth pursuing?
 
Just a quick comment.
In BtS, Mathematics provides +50% hammers from forest chops.
It's a bonus that's missing from from the HR tech tree.
And it could provide a small boost to any number of technologies that might need one.
 
Just a quick comment.
In BtS, Mathematics provides +50% hammers from forest chops.
It's a bonus that's missing from from the HR tech tree.
And it could provide a small boost to any number of technologies that might need one.

That got dropped to help discourage forest clearing as essential early game strategy. Lots of changes in this area since then but I'm still not sure it's needed. Maybe later in the game though?
 
That got dropped to help discourage forest clearing as essential early game strategy. Lots of changes in this area since then but I'm still not sure it's needed. Maybe later in the game though?

I'm not sure it's needed, either.
But, as I say, it could add a little something to a new tech that you feel doesn't do quite enough.
 
Why exactly is there a Chuck Norris quote on steel working? Earlier you discussed how you would rather not have a somewhat meaningful anonymous quote on sailing, so how does Chuck Norris make the cut?:crazyeye:
 
Why exactly is there a Chuck Norris quote on steel working? Earlier you discussed how you would rather not have a somewhat meaningful anonymous quote on sailing, so how does Chuck Norris make the cut?:crazyeye:

Sailing and Seafaring are different techs for 0.9.5, both quotes are being used. I was originally wanting to change it because the tech was about boats that are rowed, not sailed. That's changed now.

The Steel Working quote is a good one that suits the tech very well in my opinion (it unlocks Warrior Code as well as the Heavy Foot/Horseman). I was rather surprised to discover that it was made by Chuck Norris. Somewhat amusing but doesn't really change the gist of the quote. I've not found any other quotes that work as well.

Speaking of quotes though, I'd love some help finding suitable quotes for some of the new (or returning) techs in 0.9.5:

• Carving
• Ceremonial Burial
• Leather Working
• Plumbing
• Alchemy
• Urban Planning
• Cartography
• Optics (default one is too narrow in definition)
• Economics (its default quote is shifting to Finance, which is Banking renamed)​

Archery and Civil Service are returning too but I think their default quotes are good enough.

There'll be a few more added to this list once I solve how I want to handle the Age of Sail. Any one got any suggestions for a new tech to unlock the Ship-of-the-Line?
I'm not sure I'm going to have enough time to make any widespread changes to the Industrial or Modern trees for 0.9.5 sadly, though I am going to try and shift Labour Unions later at least.
 
How about this for starters?

Carving
I saw the angel in the marble and carved until I set him free. -Michelangelo

Ceremonial Burial
A tomb now suffices him for whom the whole world was not sufficient. -epitaph for Alexander the Great

Leather Working
'Tis the same to him who wears a shoe, as if the whole earth were covered in leather. -Persian proverb

Sailing
Current: You can't direct the wind, but you can adjust your sails. -Anonymous
Suggested: Hoist up sail while the gale doth last. Tide and wind stay no man's pleasure. -Robert Southwell

Seafaring
He who commands the sea has command of everything. -Themistocles

Plumbing
The society which scorns excellence in plumbing and tolerates shoddiness in philosophy will have neither good plumbing nor good philosophy: neither its pipes nor its theories will hold water. -John W Gardner

Cartography
Map me no maps, sir, my head is a map, a map of the whole world. -Henry Fielding
 
Some more quotes:

Agriculture
Current: Oh farmers, pray that your summers be wet and your winters clear. -Virgil
Suggested: Where tillage begins, other arts follow. The farmers therefore are the founders of civilization. -Daniel Webster

While searching for other quotes, I found this. Webster is the better fit but you can keep Virgil if you prefer his poetry.


Civil Service
Current: The bureaucracy is expanding to meet the needs of the expanding bureaucracy. -Anonymous
Suggested: Every revolution evaporates and leaves behind only the slime of a new bureaucracy. -Franz Kafka

I do not like anonymous quotes. More often than not, they are not quotes at all. In this case, Kafka makes much the same point but with better imagery.


Optics
Current: One doesn't discover new lands without losing sight of the shore. -Andre Gide
Suggested: We do not see the lens through which we look. -Ruth Benedict

This was the best I could find. Unfortunately, it might be a little too broad (Benedict, an anthropologist, is speaking about the metaphorical lens through which we view other peoples) but the point is sound.


Finance (formerly Banking)
Current: Banking establishments are more dangerous than standing armies. -Thomas Jefferson
Suggested: No change.

Economics
Current: Compound interest is the most powerful force in the universe. -Albert Einstein
Suggested: The price of any commodity rises and falls by the proportion of the number of buyers and sellers. -John Locke

Frankly, the Thomas Jefferson quote is more relevant than ever now that Banking has been renamed Finance, particularly in light of the current global financial crisis. The Einstein quote can stay at Economics, though it is clearly tongue-in-cheek; if you prefer, you could replace it with the Locke quote, one of the first formulations of the law of supply and demand.

On a separate note, you may want to rename 'Cultivation' just as you did 'Banking.' I suggest 'Horticulture' as its new name.


Radar
Current: We tend to pay attention to that which is most current on our radar screen. -Warren Rudman
Suggested: Vision is the art of seeing things invisible. -Jonathan Swift

I prefer the subtle metaphor to the mundane observation.


Globalization
Original: It has been said that arguing against globalization is like arguing against the laws of gravity. -Kofi Annan
Current: The new electronic interdependence recreates the world in the image of a global village. -Marshall McLuhan
Suggested: I am a citizen of the world. -Diogenes of Sinope

Networks
Current: One of the problems the Internet has introduced is that in this electronic village, all the village idiots have access. -Peter Nelson
Suggested: The new electronic interdependence recreates the world in the image of a global village. -Marshall McLuhan

I noticed that the Marshall McLuhan quote refers to electronic interdependence so I thought it would be a better fit for Networks. Globalization can have Diogenes' bold statement, "I am a citizen of the world."


Future Tech
Current: The future will be better tomorrow. -Dan Quayle
Optimistic: What has the future in store for this strange being, born of a breath, of perishable tissue, yet immortal, with his powers fearful and divine? -Nikola Tesla
Pessimistic: Can you tell me, in a world flagrant with the failures of civilization, what there is particularly immortal about yours? -G.K. Chesterton

Anything is better than Quayle.


Finally, you may wish to reconsider the Alchemy technology. By its own standards, alchemy was a fantasy, a fraud, and a failure; there never was a philosopher's stone, a universal solvent, an elixir of life. It is true that some of the alchemists' methods, instruments, and terminology were adapted for use in the hard sciences, but that was mere convenience. There are many more useful and successful sciences worthy of inclusion: Anatomy, Botany, Clockwork, or Mechanics for the Medieval Era; and Atomic Theory, Geology, Meteorology, or Surgery for the Renaissance Era. What would the Alchemy technology unlock, anyway?
 
On the Alchemy tech, yeah, I'm not exactly sure how it fits into the tree and what it triggers. I could comment better if I did.
 
Thanks for the quotes, most of those work well. I'll use all but Civil Service (original is sarcastic but the suggested one is too vitriolic).

On a separate note, you may want to rename 'Cultivation' just as you did 'Banking.' I suggest 'Horticulture' as its new name.

I may be splitting Cultivation into 2 separate agricultural techs, still working on that section to see what fits.

Finally, you may wish to reconsider the Alchemy technology. By its own standards, alchemy was a fantasy, a fraud, and a failure; there never was a philosopher's stone, a universal solvent, an elixir of life. It is true that some of the alchemists' methods, instruments, and terminology were adapted for use in the hard sciences, but that was mere convenience. There are many more useful and successful sciences worthy of inclusion: Anatomy, Botany, Clockwork, or Mechanics for the Medieval Era; and Atomic Theory, Geology, Meteorology, or Surgery for the Renaissance Era. What would the Alchemy technology unlock, anyway?

If it goes in it would be a Classical tech, replacing Metal Casting. It would require Iron Working and Medicine (via crosslink) and be necessary for Steel Working. For a while I was experimenting with it unlocking a redesigned Distillery but that didn't work so the tech may be dropped altogether.
 
Ever more quotes:

Aviation
Current: Aviation is proof that given the will we have the capacity to do the impossible. -Edward Vernon Rickenbacker
Suggested: The globe will be linked by flight and nations so knit together they will grow to be neighbours. What railways have done for nations, airways will do for the world. -Claude Grahame-White

Rickenbacker is vague; Grahame-White offers the better description of aviation. If her quote is too long, you can cut the first sentence.


Computers
Current: Never trust a computer you can't throw out a window. -Steve Wozniak
Suggested: I do not fear computers. I fear the lack of them. -Isaac Asimov

A good fit for Asimov.


Space Flight
Current: The Earth is the cradle of humanity but mankind cannot stay in the cradle forever. -Konstantin Tsiolkovsky
Suggested: That's one small step for man; one giant leap for humanity. -Neil Armstrong

Satellites
Current: Beep…beep…beep…beep… -Sputnik I
Suggested: The earth is the cradle of the mind but one cannot eternally live in a cradle. -Konstantin Tsiolkovsky

For a technology that unlocks the Apollo Program, the Armstrong quote is too good to pass up. Tsiolkovsky is moved to Satellites. I prefer the BtS version of the quote; it is both more elegant and closer to the original Russian. As for Sputnik, I'm sorry, but a series of beeps do not a quote make.


Jet Propulsion
Current: Eagles may soar but weasels don't get sucked into jet engines. -Jon Benfield
Suggested: Oh! I have slipped the surly bonds of Earth and danced the skies on laughter-silvered wings. -John Gillespie Magee, Jr.

Another quote borrowed from BtS. I prefer the first two lines, as above, to the first and last lines, as follows:
Oh! I have slipped the surly bonds of Earth - Put out my hand and touched the face of God. -John Gillespie Magee, Jr.


Robotics
Current: The real problem is not whether machines think, but whether men do. -B.F. Skinner
Suggested: From the moment when the machine first made its appearance it was clear to all thinking people that the need for human drudgery, and therefore to a great extent for human inequality, had disappeared. -George Orwell

Artificial Intelligence
Current: I'm sorry Dave, I'm afraid I can't do that. -HAL
Suggested: The real problem is not whether machines think, but whether men do. -B.F. Skinner

B.F. Skinner speaks directly to Artificial Intelligence. (HAL is unfortunately meaningless to anyone unfamiliar with the source material.) So I suggest a George Orwell quote for Robotics.


Fibre Optics
Current: The speed of light does not merely transform the world. It becomes the world. Globalization operates at the speed of light. -Paul Virilio
Suggested: Today, commerce rolls not just on asphalt highways but on the information highway. -Al Gore

The "information highway" was the catchphrase for the proposed global fibre optics network in the 1980s and 1990s.


Nanotechnology
Current: Nanotechnology is manufacturing with atoms. -William Powell
Suggested: Fill the fixed mind with all your toys! As thick and numberless As the gay motes that people the sunbeams. -John Milton

Good nanotechnology quotes are hard to come by. If you prefer something more direct, I suggest:
As we move to a renaissance in nanotech, matter becomes code. -Steve Jurvetson
 
I'm sorry, my attempts to write civilopedia entries have largely stalled. A few more:


CHARTER
The earliest intercontinental explorers were part of government-funded expeditions, as with Zheng He, Christopher Columbus, and Bartholomew Diaz. Soon it became clear that there were vast riches to be had from trade in luxury goods with remote lands, and where long range seafaring continued to thrive, private enterprise soon followed.

For the people of the time, a trip from Europe to trade for spices, gems, silk and other precious goods in Asia was immensely time-consuming, requiring the most advanced ships and years of time and effort by a crew of skilled sailors. Quite a few ships that attempted the voyage never made it back, being destroyed by storms or hostile locals over the tens of thousands of kilometers of sea voyage.

The risks involved created a powerful incentive to limit the financial hazards of the trip- any one merchant who invested in such an expedition might be ruined if something went wrong. Groups of wealthy men began to organize 'companies-' bands that would pool their resources and share the costs of the long, immensely profitable trips.

Some of these companies were able to secure royal guarantees from their home nations of exclusive trading rights- early examples include the English, Dutch, and French East India Companies. Over time, these organizations became extremely powerful, as the first ancestors of the modern multinational corporation.




FIREARMS

In its first centuries, gunpowder was too unstable and metallurgy too crude for the new explosive mix to be used for applications other than demolitions, fireworks, and large, heavily overbuilt artillery pieces. But with advances in metalworking in the 15th and 16th centuries CE, it became possible to create man-portable gunpowder weapons, which began to supplement and then to replace earlier ranged weapons such as the bow, crossbow, and sling.

By the 17th century, the world's most modern armies relied in large part on blocks of musket-armed infantry, often supported by pike units to keep cavalry from running down the musketeers while they reloaded their clumsy weapons. The pike units were removed entirely with the development of the bayonet, and ever since that era infantry combat has been dominated by the role of the gun and advances in firearms technology.

Even though early firearms were little if any deadlier than a good bow on average, they triggered a revolution in warfare. Firearms were easy to learn to use, and incredibly easy to mass produce compared to the cost of a suit of "bullet proof" steel armor. This helped drive the last nails into the coffin of heavily armored shock cavalry in Europe, ended the dominance of nomadic horse-archer cultures in Asia, and triggered a shift towards mass armies recruited from among the populace, ultimately paving the way for the revolutionary leveé en masse of the Napoleonic French.




NUCLEAR POWER

The greatest peacetime use of the power of the atomic nucleus is in nuclear reactors. In the early days after the discovery of atomic fission, this was a subject of great hope and optimism- the ideal was expressed that nuclear power would make Early expectations that atomic energy would make electricity "too cheap to meter."

A nuclear reactor consists of a number of 'fuel rods' or 'fuel pellets' made up of fissile materials, kept at a concentration below that needed for a critical mass. Thus, the chain reaction cannot run away as in a nuclear bomb, and simply keeps the fuel running at a high temperature, steadily heated by rapid fission of the uranium. The heat is used to power turbines through a variety of media- pressurized water, steam, or liquid sodium, for instance; the turbines power electric generators.

Design of a nuclear reactor is extremely challenging. The radiation environment inside the reactor core is intense, and all substances used inside the reactor must be chosen with an eye to their resistance and behavior when faced with radioactive bombardment of neutrons. Beyond this, there are also safety concerns- a nuclear reactor contains enough radioactive materials to contaminate a large area, if those materials were spread across the landscape.

Early plant designs, dating to the 1950s, often had serious safety problems associated with the designs. Since then, the nuclear industry has learned much, but its tracks are dogged by anti-nuclear advocates opposed to the use of nuclear energy. This opposition points to nuclear accidents at Chernobyl and Fukushima and questions whether modern plants are truly safe from such disasters; they also object to the fact that nuclear reactors generate radioactive waste which remains dangerous to human life for thousands of years and must be stored under special conditions.

Supporters of nuclear power reply that there are viable ways to store the waste safely, but the controversy continues to rage. The dream of power "too cheap to meter" has foundered on this, along with a host of practical issues that come with designing the heavily reinforced, disaster-resistant facilities required for the reactor and its wastes.
 
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