Ever more quotes:
I like all of those.
I'm sorry, my attempts to write civilopedia entries have largely stalled. A few more:
No worries. These are excellent, as always.
Ever more quotes:
I'm sorry, my attempts to write civilopedia entries have largely stalled. A few more:
This may be too big- I'm aiming for "educational," as it were, since public awareness of the effects, nature, and use of nuclear weapons is... not great.
It has been a busy couple of weeks.
In the meantime, here are some more quotes.
I noticed that finance allows a mint... what are you going to do with the Malinese UB?
URBAN PLANNING...
Um, what era are you fitting it in? Might want to pick something era-appropriate.
Quite a few units become obsolete a mere one or two technologies after they are unlocked. Trebuchets and Siege Towers are a prime example.
There is also evidence of "clumping": some technologies have too many bonuses while other equally important technologies have too few.
Furthermore, I am not sold on the new Machine Tools technology: the concept is already covered by Replaceable Parts, together with some combination of Machinery, Electronics, and Automation.
I don't plan to alter the basic framework of the new tech much, except to remove Machine Tools and toss Fortification back in; and replace the redundant Welfare technology with Geology.
I don't think it's unreasonable that we see several techs devoted to advances in machine technology spread out across the tree, any more than it's unreasonable that we see several technologies devoted to advances in farming techniques
I disagree. Machine tools as a field were one of the big changes of the mid-19th century: a 'machine tool' is something distinct from ordinary hand tools in that it is a complex, precise mechanical construct which is designed to perform very specific, equally precise operations on a part.My thinking was that Replaceable Parts represents the concept and initial small scale production in specifics areas, weaponry in particular. Machine Tools represents the the development of the concept and tools beyond their initial scope and into the wider economy. As Simon says, historically there's quite the time and technology gap between replaceable parts and full-blown powered assembly lines. Perhaps 'Mass Production' is a more suitable name?
The idea of a mid-20th century "automation" tech is sound, in my opinion, something to reflect advances in electromechanical control that made things like radar, gunnery computers, and early general purpose computing machines possible.Btw, Automation is not a tech I'm happy with. It was originally 'Automobiles' but got shuffled around trying to fit everything together and lost a lot of its meaning in the process. It will probably be redesigned or removed when I eventually get to reviewing that part of the tree.
When does it show up? I would hate to see steam-powered units not be useful because I need to research an entirely separate technology to unlock coal, unless that tech was much further up the tree so that anyone can be assumed to have researched it long since.Geology is a tech that I've never managed to fit in to my satisfaction, I'm interested to see what your ideas for it are. What would it unlock? I had it revealing Coal and Oil.
Even if you hadn't, you've got a number of techs whose impact on history revolves around advances in food production and storage. My point is that advances in manufacturing and tool-making are equally important, and so deserve an equally diversified spread of techs to represent advances through the ages.I never did end up splitting Cultivation into better specified agricultural techs, which is a shame.
I have been working on my own mod in a similar vein to yours off and on for about 4-5 years now. I have borrowed ideas, etc. from you and other modders and added in some of my own. I have posted a pretty much complete tech tree from my upcoming mod and wanted to point you to it in case you wanted to take any ideas from it. If you have any questions, let me know.
Cultivation has been renamed Horticulture. It is the proper name for the technology, just as Finance is for Banking.
Civil Liberties has been renamed Liberalism, to match the other -isms in that branch. Liberalism is a philosophy that guarantees individual liberties; the liberties themselves are a consequence of liberal thought.
Welfare has been replaced with Geology. It requires Sanitation and Scientific Method, and leads to Ecology and Steam Power.
Fortification has been reintroduced. It requires Engineering, and leads to Architecture and Land Tenure. As a result, Architecture, Urban Planning, Gunpowder, and Firearms have shifted forward. Finance and Logistics have been moved to better positions: between Horticulture and Economics, and Siegecraft and Logistics, respectively. Machine Tools has been cut.
The following new crosslinks have been added:
Two direct links, Calendar --> Oratory and Guilds --> Compass, have been cut.
Compass is now a "floating" technology with two crosslinks and no direct links: a prime Great Person lightbulb target.
has three full columns of technologies.
Carpentry, Clockwork, Heraldry, and Acoustics are added to the Medieval Era;[ ]
Welfare is recast as Sociology[ ]
Civil Liberties and Civil Rights are renamed Liberalism and Egalitarianism. I stand by this name change. Civil liberties and civil rights sound like the civics a civilization adopts when it is persuaded by the force of social advances such as liberalism and egalitarianism. As it happens, civil liberties and civil rights are represented among the civics as Jurisdiction and Equal Rights. Meanwhile, Liberalism and Egalitarianism join the ranks of other -isms such as Feminism. After all, it would be odd to rename that last "Women's Suffrage."
The terribly unimaginative Future Tech is renamed Singularity.
I propose a new unit, the Colonist, unlocked at Urban Planning. An upgrade on the Settler, the Colonist would cost roughly twice as much and found cities with a higher starting population and some free buildings, just like a Settler in a Renaissance Era start. I hope this is possible to code.
One thing that has been bugging me about the tree is that while most eras have 3 columns each, the Classical and Medieval eras share 5 columns between them. So I'm experimenting with inserting another 7 techs to even this out. Let me know if there are any Medieval (or nearby) techs that you think should be added or returned.
Symmetricalfull columns, well. A little skew tech tree doesn't need to be bad necessarily, too.
Compass can't have 2 crosslinks leading to it. Crosslinks are done via the BTS optional tech mechanic (I switched the functionality of the arrows and corner icons) so it would require Iron Working OR Navigation, not both. Being able to research Compass without having Iron Working is a definite oversight though, I'll see what I can do.
I'd wish for a few more AND (in HR not arrows but small in the corner? Am I understand this right?) prereqs, that help pace the technological advancements and availability of buildings. Theaters two columns earlier than the Statue of Zeus seems to me too distant. Or, it would be easily possible, that the Statue of Zeus or the Mausoleum finishes in an early medieval surrounding with longbowmen and heavy footmen standing in that city. This becomes less likely if you add a couple more of prereqs. A convincing atmosphere of an "age" you are "in" without too many disturbing anachronisms, is also a nice trait of a game.
Heraldry is a good medieval addition.
Hm. There are also right wing sociologists that have nothing got to do with any welfare ideas.
You may be right with the -ism reasoning, but Civil Liberties are an idea shared by political agents who sharply reject the agenda of political liberalism. Likewise, Civil Rights can no doubt be on the political agenda of anti-egalitarianists. European liberalism, for instance, can be very elitist and anti-egalitarian while clinging to civil rights as one of their traditional political objectives.
I disagree with cutting Calendar ---> Oratory. With a calendar a civ develops festivals and similar; drama, storytelling and speechmaking are often integral aspects of such events.