Feedback: Tech Tree

Thanks for the third draft, lots of good ideas in there. Quite a few cases where you've made the same or similar changes that I have too, which is encouraging. My son is ill so I haven't managed to get a lot done these last couple days but I hope to present a fourth draft soon though, combining our ideas.

A few quick comments for now:

Astronomy moves forward to the Classical Era and Divination shifts back to the Ancient Era. Astronomy no longer leads to Divination and Mathematics; it requires them, as it should.

Perfect. That creates some really nice connections and spaces things out much better. It always bothered me that Divination was so late.

The first-to-research bonuses were reshuffled. Players must chose between the Great Artist at Acoustics and the Great Prophet at Evangelism. (Aesthetics is really too soon for the artist.) Players must later chose between a Great General at Gunpowder, Great Merchant at Economics, and free technology at Scientific Method. Finally, they have a choice between the Great Spy at Journalism, the Great Engineer at Assembly Line, and the Great Scientist at Atomic Theory. Assuming a competitive tech race, no single civilization can claim them all.

Not sure I agree with all the tech choices but I definitely agree with the goal. Keeping it in mind for the fourth draft.

The Espionage slider is unlocked at Politics: there is no reason for the AI to waste commerce on the espionage slider before it can build Spies!

Good catch.

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.

Pretty sure I can code that. Probably won't attempt it in 0.9.5 though, already far behind schedule.

As before, some ideas for new wonders and corporations are also included.

Some good suggestions, I won't go through them all for now but note that Al Khazneh (the Petra treasury) is currently used as the Arabian UW, Himeji Castle as the Japanese UW, and the Venetian Arsenal graphic is being used as the Dutch UW (East India company). All three of these are worthy of promotion though, so long as we can find suitable replacements for the UWs.
 
In HR, arrows are "AND" prerequisties while corner icons are "OR" prerequisites.
Makes sense, thanks for the clarification:). Makes it a little harder, though, to control the pace of advancement to avoid anachronisms through more AND prereqs, because it would mess up the graphical looks of the tech tree…

Xyth decided long ago that the Theatre would be an Ancient Era building. When you consider not only classical Greek theatre but also ancient Egyptian, Indian, and Chinese theatre, the decision makes sense. The performing arts are very old indeed; older, in most cases, than literature.

There's nothing left of ancient theater buildings neither in India, Egypt nor China. Some meager textual hints in (how?) few ancient sources? What's that compared to the many preserved Greek theaters like the one in Epidaurus? It's amazing, how much rubbish passes undisputedly in the field of history, or if not undisputedly, still watermarked "science."

As you know, theatre is much more than people pretending to be somebody or something else in front of an audience. It's a an idea, too. It involves a public – and an inbuilt possibility of disapproval. It's a long way between wooden "stages" of theatrical acrobatics to stone structure with cranes to lift gods on stage. I'd like to see in a Civ theatre that permanent building, which belongs on the timeline a little closer to the Parthenon and the Statue of Zeus than it's now.

Classical liberalism was committed to individual liberty, limited government, due process, and the rule of law. (Note that Liberalism unlocks the Jurisdiction civic.) That's hardly controversial. Of course, classical liberalism was elitist in character: it granted many rights to wealthy men, and few to women, slaves, and the poor. However, liberalism was so successful a philosophy that all major modern political movements are 'liberal' in the classical sense. Modern liberalism seeks to combine classical liberalism with a commitment to social justice. This is best represented by the term Egalitarianism. As it happens, I suspect that Xyth refers to "Civil Rights" in the American sense: as the end of segregation and racial laws. The Martin Luther King, Jr. quote suggests as much. This can be confusing, hence the suggested name change. Egalitarianism is committed to equal treatment for all people; not surprisingly, it unlocks the Equal Rights civic. Modern political movements of all stripes might be elite-driven but they are almost always egalitarian to the extent that they assume the equal moral worth of all people: men, women, rich, and poor.

That's a good explanation of how "you mean" liberalism. You know, there's always a good chance to mix up what the Americans call liberalism, what Wikpedia calls social liberalism as opposed to classical liberalism, and how most Europeans understand the term in one way or another. I still wouldn't expect it in a Renaissance column of our Tech tree, though. Why don't you rename the Tech that enables Jurisdiction to something more suitable to Renaissance – or move "Liberalism" to something post-enlightenment in a 19th century column, enabling something different than Jurisdiction there.



I know, it's impossible to model all Techs after the perfectly clear base model Film, unlocking what, Cinema and Hollywood. Got it, no further questions. Too often, you're finding Techs that unlock something that apparently ended up there, because there was simply no other place for it. Let me give a few examples: Explosives (TNT?) -> Machine Gun, Atomic Theory -> Submarine (??), Rifling -> Cavalry, Refrigeration -> Destroyer, Computer -> Paratroopers, and so on. What was so wrong with Xyth's original Trench Warfare enabling Machine Gun? I get the impression, that omitting some Military Techs (which sounded a little contrived in some cases), is the reason for these topical assymmetries.
 
Makes sense, thanks for the clarification:). Makes it a little harder, though, to control the pace of advancement to avoid anachronisms through more AND prereqs, because it would mess up the graphical looks of the tech tree…

A single OR prereq acts as an AND prereq, it's only when there's two or more of them when they become optional. So they can still be used to control the pace of advancement.
 
[*]At the same time, seven existing technologies are cut: Military Tradition, Entrenchment, Total War, Nuclear Weapons, Nuclear Power, Nutrition, and Sustainability.
I'm not sure I like this. Some of those, drop them, but I think you cut a little too much out of the 'military' side of the tree. There's been a very real dichotomy in history between nations with a warlike culture that pursued new ways to organize their armed forces, and nations which didn't.

Particle Physics as Atomic Theory.
These aren't actually the same thing. The 'atomic theory' is the idea that matter is made of atoms, very much a 19th century concept and more important to chemistry than to physics. Not a good prerequisite for things like nukes.

Particle physics reflects advances made almost entirely after 1900, into the internal structure of the atom and other particles not normally found in atoms, without which it would be impossible for us to make things like lasers, nuclear power plants and modern microchips.

Too often, you're finding Techs that unlock something that apparently ended up there, because there was simply no other place for it. Let me give a few examples: Explosives (TNT?) -> Machine Gun,
Not TNT. Cordite. 20th century style machine guns of the sort that broke armies in World War One were made possible by smokeless powder. It's not senseless, but I see the argument for using Trench Warfare as the basis.

And I do agree that there should be a substantial number of military techs, though perhaps not a whole row of them- maybe they should be interleaved with other techs that historically had an impact on how people waged war, but which were not purely innovations in military tactics and doctrine.

Atomic Theory -> Submarine (??),
I got nothing. Sounds pretty arbitrary to me.

Rifling -> Cavalry,
The Cavalry unit is in fact supposed to represent late 19th and early 20th century mounted units, which often fought as mounted riflemen with towed light artillery in support, and which were more effective as mobile skirmishers than most of the lancer and hussar units that predated them.

Refrigeration -> Destroyer, Computer -> Paratroopers,
Again, I got nothing.
 
Oh, one thing.

Just a suggested quote, for an artillery-related tech, if you want.

So he made rebellion 'gainst the king his liege,
camped before his citadel and summoned it to siege.
"Nay," said the cannoneer on the castle wall,
"but iron, cold iron, shall be master of you all."


-Rudyard Kipling
 
Tech remarks, on the current tree as I see it, in the modern era.

"Miniaturization" doesn't make a lot of sense to me as a Tier 19 tech, unless I misunderstand what you mean it to represent. Is it that you mean to represent the rapid decrease in the size of computers, so that they become integrated into other devices and into convenient portable cases, rather than being dedicated pieces of furniture in their own right? The shift from mainframes and desktops toward laptops and smart phones?

If so, then I can see it; I suggest prerequisites of "Surveillance," which I guess is kind of related, and "Networks," which is obviously related since it's the boom in online content that helped motivate that change.

On the prerequisites of Surveillance: Fission, and... I suggest Mass Media or Computers for a second prerequisite.

Much of the technology of mass surveillance is closely related to that used in 20th century media applications, when you look at things like electronic bugs, closed-circuit TV monitors, and computerized processing of information running over telephone and computer networks. But then, the tie to computers is obvious.
_____________

Tech quotes, somewhat mitigated by my not knowing for sure what you plan to keep or drop:

URBAN PLANNING
"The city must be beautiful, due advantage being taken of the hilly nature of the spot for grand or lovely prospects...."
-Pierre L'Enfant, planner of the city of Washington, D.C.
_______________

A couple more Civilopedia descriptions...

(Tech)
NETWORKS

The value of computers increases sharply when they can be used to send information by remote access over long distances. An isolated computer is just a machine for doing calculations and controlling fixed installations. A computer network can coordinate the activities of a large organization, give all members of the group access to a single central database, or allow scattered groups of people to interact in ways limited only by the power of their computers.

Early computer networks were piggybacked onto the existing infrastructure of the telephone system, and made use of simple communication protocols devised by computer scientists and enthusiasts. Over time, the complexity of networks has increased, as has the body of technical literature and specialist skills devoted to designing, building, and maintaining them. Today, most of the world's computer networks flow together seamlessly into the Internet, a world-spanning system that allows nearly anyone on Earth to communicate with anyone else, given computer access.

(Civic)
BUREAUCRACY
As the tools of law and government grow more complex, the traditional method of simply appointing a single governor or magistrate for every territory under the state's control becomes impractical. Certain duties within the government become full-time jobs- particularly the keeping of records and the tracking of citizens' legal obligations.

This leads to the growth of bureaucracy: an organization of specialists employed to keep track of paperwork, regulations, licensing, and so forth. While government is far from the only institution which can sprout a bureaucracy, it is perhaps the best-known for doing so.

In extreme cases, the legal code can become so involuted, and the bureaucracy's power to control society's resources can become so entrenched, that bureaucracy effectively overrides the existing government. Change of society, for better or for worse, becomes extremely difficult. On the other hand, if the bureaucracy is competent and free from corruption, it can usually be relied on to keep the basic engines of social well-being running smoothly.
 
FORTIFICATION

Fortifications are structures built to aid in the defense of a point or area against attackers. Various types of fortification have existed since prehistoric times: the proto-city of Jericho was protected by a wall over three meters high as early as 9000 BC- although this may have been as much a flood control measure as a military defense. The growth of civilization and advances in the killing power of weapons made fixed defenses ever more important.

The basic concept of walling a city in to deter casual raiders and force even a determined army into a protracted, costly siege is quite old, as is the concept of incorporating defensible features into buildings- such as narrow windows and entryways that provide cover to defenders and make it hard for attackers to push into the building safely.

Advances in engineering during classical times, and larger labor forces made available by advances in agriculture, allowed a great increase in the scale of defensive works. Entire provinces could be protected by walls like the famous Great Wall of China, or Hadrian's Wall in Britain. Individual points could be held with great castles and fortresses, strong enough that it would take years of siege to starve them out, as a mass assault by soldiers using normal means was guaranteed to fail.

This goal of demanding multi-year sieges became impractical towards the end of the medieval period, with the invention of gunpowder-based artillery, but the art of fortification remained prominent. Architects devised new ways to build defenses that would absorb and deflect cannon fire, sheltering troops from enemy guns and channeling attackers into zones where the defenders' guns could be brought to bear.

LAND TENURE

Land tenure is a particular theory of property-ownership, applied to control of land. Under tenure agreements, land is assumed to rightfully 'belong' to a sovereign monarch, but to be ceded to particular people as part of some agreement. The relationship between the words "tenure" and "tenant" is no coincidence- a tenant might hold tenure of a tract of land in exchange for considerations such as the payment of rent, taxes, or an agreement to fight on the owner's behalf in war.

This last possibility lent itself to the rise of nested feudal hierarchies, in which powerful nobles and monarchs could grant land to loyal followers, and get a hold on their loyalty and that of their descendants in exchange for control of their lands.

RECORD KEEPING

The rise of Neolithic cities and the accumulation of economic surplus made a new problem in the human experience- how to keep track of so many goods. Memory was at best a flawed guide, and trusting subjects to guard a treasure-house or other storage facility was always risky. Specialists needed to be able to make binding agreements that would last for years in some legally enforceable form; priests and mystics wanted to lay out their myths and revelations in permanent forms.

All these things motivated the creation of systematic methods of record keeping, evolving from things like tally sticks and symbolic mnemonic tokens into what we would call writing. For example, the ancient Mesopotamians once recorded contracts by making tiny sculptures of the items promised as part of the deal, then baking them into a ball of clay. Over time, people began carving representations of the items into the surface of the clay, and then to dispense with the little statuettes altogether, paving the way for the cuneiform method of writing.
 
Here at long last is the fourth draft of the techtree. Sorry it's taken so long, life has been pretty busy these last few weeks. Given how long 0.9.5 is taking I'd like this to be the final draft, barring minor adjustments of course.

Stuff in red is new, stuff in green has been renamed, and stuff in blue has been moved. I have to confess I lost track somewhat of which changes were made relative to which version of the tree so the colours should just be treated as a rough guide. In particular there were many techs that moved a short distance that I didn't bother coloring blue.

Some notes:

  • Eras are more consistent in length, partially because each is three columns wide, but primarily due to there being a lot more crosslinks. This should help create more of a sense of being 'within an era' and make it harder to beeline too quickly into the next era. The one exception to this is the Ancient era - too many crosslinks here made for frustrating gameplay in my testing, and didn't feel realistic.

  • I didn't deliberately shorten the Modern Era to three columns as this is the one era that doesn't have to have a similar length to the others. However there were several 'placeholder' technologies there that added little to no value and it just ended up this way. There are a few cut techs that I'd like to bring back eventually but only when/if there is more to attach to them. One day I can imagine HR having an 'Early Modern Era' (til the end of WW2) and a 'Late Modern Era' (post WW2).

  • I've done a fair bit of 'declumping' but hopefully not to the point where associations stop making sense. Some elements, units in particular, I feel just need to be spaced out a certain way and I don't wish to break this up unnecessarily.

  • As always there will be some units/buildings/wonders that will have multiple tech requirements. These aren't listed on the chart yet. (I'm planning to make this chart and another of the traits available as reference pdfs).

  • The free great people have been reassigned similar to Azoth's suggestion, so that it's less likely for one player to get most of them. Medieval choices are General or Prophet, Renaissance options are Merchant or Scientist, and Industrial options are Engineer or Spy. The Artist shifts all the way to the Modern era.

  • I've decided to keep the Galleass at Gunpowder (and adjust its stats appropriately) but add the Dromon as well. We're going to need to do an overhaul of pre-Industrial ships before 0.9.5 can be completed.

  • I haven't included corporations at all, I don't have time to focus on them at all yet. Similarly, I've added a few suggested wonders that struck me as must-haves, but any others I'll think about once 0.9.5 is done.

  • The three Nuclear techs were merged into Atomic Physics and Fission (Simon I'll use your Nuclear Weapons pedia entry for Fission and your Nuclear Power entry for the Nuclear Plant. They are far too good to waste!).

Thanks for all the feedback, drafts, suggestions, quotes and texts so far. I'm really pleased with how well this techtree has evolved. Please let me know if there are any vital tweaks that you feel need to be made or oversights that need to be fixed.
 

Attachments

Not too long to go now on 0.9.5 now, mostly tying up loose ends and doublechecking things. There's still a few techs without quotes though, would appreciate suggestions:

• Alchemy
• Automobile
• Cybernetics
• Ethics
• Geology
• Horticulture
• Nobility
• Polymers
• Stirrups​
 
Polymers can probably use the quote used for Plastics in Vanilla, unless you have a Plastics tech too. I'll think about some others in a few days- I'm really kinda busy right now.
 
AERODYNAMICS

Aerodynamics is the study of designing objects so that they will go smoothly through the air, rather than having to constantly waste energy battering through air resistance.

In the early days of flight, aerodynamics was a somewhat informal science, and advances in engine power that gave aircraft more brute-force ability to push through the air were often more important. This began to change in the 1920s and 1930s, when aerodynamic designs became more popular not only for monocoque-hulled aircraft, but also for trains and automobiles.

Aerodynamics became all the more important when engineers attempted to design more complex and advanced aircraft, such as helicopters (which are inherently unstable, and must be designed carefully to be flyable) and supersonic jets (since passing the speed of sound can rip an aircraft to pieces if the design fails to deflect and make use of shockwaves created by breaking the sound barrier).

Today, aerodynamic calculations can be made in greater detail and thoroughness than ever before, using powerful computers. This allows designers to extract the greatest possible speed and efficiency out of a given amount of engine power.

ALCHEMY
Alchemy is the study of chemical substances, in its pre-scientific form.

This was often an informal art; mysticism and superstition were mixed seamlessly with pragmatic efforts to manipulate flame, metal, and liquids. Many alchemists sought out impossible goals such as the universal solvent, the elixir of youth, the secret of immortality, or means by which common metals like iron or lead might be transmuted into gold. Alchemy was fraught with frauds, cheats, and liars.

However, alchemists made real contributions to society. Alchemists were the first to invent many of the basic techniques of processing chemicals, and the equipment needed to do so. Operating on a rough-and-ready empirical basis, they were able to develop substances such as acids, distilled alcoholic spirits, incendiaries, and gunpowder, which had great effects on their societies in both war and peace.

ATOMIC PHYSICS
Atomic theory is, in simplest form, the idea that all matter is made up of tiny, indivisible particles called "atoms."

The first ancient form of this theory comes from the Greek philosopher Democritus. His atomic theory was founded on the Greek ideas of the geometric order of the universe and of the four elements, which led to some strange ideas. For instance, early supporters of the atomic theory suggested that water might flow because it was made up of icosahedral atoms which, being nearly round, tumbled over each other easily; fire was painful because it was made up of tetrahedral atoms which were sharp and thus damaging. Since there was no evidence for this theory at the time, and no obvious reason to prefer it to the alternatives, it was largely ignored for the following two thousand years.

The atomic theory re-emerged around 1800, following early chemists' discovery of new types of chemical elements that seemed more fundamental than things like air and fire. The chemist John Dalton proposed again that all matter was made of atoms, which were neither created nor destroyed in chemical reactions, only reshuffled to form different substances. This theory proved fruitful for 19th century chemistry, although many scientists insisted that it was only a theory.

Towards the end of the century, advances in the studies of the spectrum of light emitted by different elements, and the discovery of radioactivity, cast doubt on the premise that atoms were indivisible. Perhaps atoms had some kind of internal structure, and were themselves composed of smaller particles with new and intriguing properties of their own. The first of these particles to be discovered was the electron, a tiny and lightweight particle which carries a strong negative charge, and whose motions form the basis for nearly all electrical, magnetic, and chemical interactions.

Further investigation into the structure of the atom using ever more precise and complex instruments and mathematical theories opened up broad vistas of scientific discovery. Various models of atomic structure, such as the "plum pudding" model, the Rutherford atom, and the Bohr atom, were considered, modified, or discarded. Scientists gained more understanding of the mechanisms behind atomic structure, and of how atoms could bind together to form molecules.

This led to great advances in practical technology in the latter half of the 20th century. Once the atoms that made them up were understood, chemists could tailor-make molecules to suit their needs. Alloys with strange electrical properties could be used to build advanced calculating machines. And the immense forces locked within the atomic nucleus could be released, for good or for evil.
 
One big comment about the tech tree, based on a couple hours and one game. I think there are way to many "and" requirements in the tree. This really reduces player choice in moving through the tree (and therefore makes each game more similar). It also makes some techs hidden requirements for others. In my first game, it's 380 BC and I have only one tech available to research: archery.

This seems strange to me from both a historical and a game-play perspective. For example, it's not clear to me why I should have to tech archery in order to research shipbuilding to construct harbors, or why I should have to know archery to tech record keeping and have open borders with my neighbors. I think the tree would be a lot better if many of the "and" requirements were changed to "or", as they are in the basic game.
 
I've deliberately designed the techtree (techmesh?) a bit differently from standard BTS. I want to achieve a sense of 'being within an era', where you can't rush too far ahead and you require the majority of one era's techs before advancing to the next. 'Or' tech requirements aren't very compatible with this in most situations.

That said, I don't want there to be too many bottlenecks or 'compulsory' patterns within the eras themselves so feedback on where these might exist is useful.
 
I figured it was on purpose, and I appreciate what you're trying to do, but I guess for my tastes it goes too far. I don't think that they should all be changed to 'or', but I do think some of them should. Think about it this way. Every 'and' is, by itself, a small compulsory pattern: if you want to get to C, you have to do both A and B. Changing some of the 'and' requirements to 'or' opens up strategic decisions for the player.
 
You could probably relax it a little without spoiling the flavor- for instance, you might need A "or" B to get to C, but still have to pick up both before you can proceed to D, E, and F.

EDIT: I'm really not sure why you call the Polymers tech "Polymers," Xyth; it seems a bit off to me, especially since in real life polymers and plastics are practically the same thing and yet you have them covering two different technologies. What's your reasoning for the choice of name?
 
AUTOMATION

Automation is the art of making machines which perform tasks on their own, without active input or oversight from a human operator. Automatic constructs have existed as toys for the rich since ancient times, the products of individual craftsmanship, but widespread use of automation to control machines is a twentieth-century phenomenon.

The demand for automation first came from the need to make machinery function where humans cannot or will not- be it in an extremely hostile environment, in a factory where machines ran faster than the human eye can follow, or in a job too menial and unstimulating for the average person to be content doing. Over time, automation has become more popular and flexible, especially with the rise of electronic computers.

Automatic equipment invariably saves human labor, but it also displaces labor. The simple tasks involved in doing the machine's job are replaced by specialized jobs tending the machines... or not replaced at all.

AUTOMOBILE

[cribbed from Civilization 2 Civilopedia]

The earliest attempts at producing a self-propelled vehicle date back to the late 1770s. These early vehicles used bulky steam engines for power. Despite constant improvements, the steam engine ultimately proved impractical for small vehicles. The development of the internal combustion engine in the late 1800s provided a small but powerful replacement for steam engines, and were able to achieve much higher speeds. The first practical automobiles were developed in the late 19th century, by automotive pioneers in France, Germany, and the United States. By the 1920s, a number of automotive manufacturing companies were operating in the U.S., including Ford and General Motors. By 1980, more than 300 million cars and 85 million trucks were in operation throughout the world. The popularity of the automobile has led to massive improvements in the highway systems in most industrialized countries. Unfortunately, automobiles are also one of the primary sources of air pollution, and have resulted in an all time high demand for petrochemical fuels.

AVIATION

While the earliest powered flying machines proved useless for war except as aerial scout platforms, the demands of World War One accelerated development of fast, powerful aircraft capable of hauling significant weapons or cargo. Steady improvements in the internal combustion engine, and rapid growth of experience in airplane design, led to a boom in the airplane's capabilities in the 1920s and 1930s. Passenger aviation in planes like the Douglas DC-3 (still in service today) turned aircraft construction into a major industry. At the same time, military airplanes became more powerful and capable, diversifying into fast, agile fighters and bombers capable of carrying tons of explosives hundreds of kilometers into enemy territory.

BIONICS

Bionics is one name for the effort to create machines that can duplicate functions of human body parts. This has obvious applications in medicine, where it allows people who have lost limbs, sensory organs, or even hearts to survive with mechanical substitutes. Other effects of this growing field, placed as it is at the cutting edge of automation, miniaturization, and our understanding of how brain and body operate, are more subtle but perhaps no less profound.

Advanced bionics might allow the creation of synthetic androids whose superficially human appearance lends itself to a variety of roles. They might become popular as replacements or augmentations for functioning body parts- if an artificial eye sees more clearly, some may prefer it to their natural one. Taken to its logical extreme, bionics might even cause us to call into question the very meaning of what it is to be human, an issue mostly considered the province of science fiction to date.

CARTOGRAPHY

Cartography is the art of making maps. Since any traveler will do well to have maps of the territory they move through, good maps have been in demand for as long as the art of writing made it possible to create them.

Early maps were often crude, with the shapes of continents and the relative position of cities and landmarks grossly distorted. Portions of the map with which the artist was unfamiliar were often decorated with fanciful place-names and the images of fictional creatures, as in the famous "here there be dragons."

Cartography became more of a science during the medieval period, with advances in mathematics, surveying techniques. Growing and spreading populations helped as well- it's easier and more practical to make an accurate map of cultivated fields and townships than of a howling wilderness. During the European Age of Exploration, the art of mapmaking advanced hand in hand with the art of navigation- the one being nearly impossible without the other.

CARVING

Carving is the practice of making indentations on a solid object, using some sort of cutting tool or scraping technique. Carving has been a popular way to decorate stone, bone, wood, and other durable materials since prehistoric times, and definitely predates the rise of even the earliest and smallest civilized communities.

Decorative carving techniques tie into methods for toolmaking, especially in the working of wood and stone.
 
You could probably relax it a little without spoiling the flavor- for instance, you might need A "or" B to get to C, but still have to pick up both before you can proceed to D, E, and F.

The major challenge is that I've partially usurped the "or" function to allow for crosslinks. Individual changes can't be made without affecting similar connections elsewhere, visibly if not functionally.

EDIT: I'm really not sure why you call the Polymers tech "Polymers," Xyth; it seems a bit off to me, especially since in real life polymers and plastics are practically the same thing and yet you have them covering two different technologies. What's your reasoning for the choice of name?

Polymers is meant to represent more advanced materials like carbon fibre, fibre glass, kevlar, graphene, and such. I went with that name because plastics are just one type of polymer, the term has a much broader definition encompassing many more material types. It's not ideal though, better suggestions are welcome. Or maybe it should just go back to Composites?
 
Hmmm. I'd go with Composites if I were you. There's nothing wrong with that name, and it avoids confusion with plastics- which is natural, since the first "polymers" most people think of are plastics.

And I udnerstand what you mean about the tree being hard to fiddle with.
 
CIVIL LIBERTIES

Civil liberties are forms of freedom of action which the state is required to give to all citizens, without limits or with very minimal limits.

The idea that one's standing in society confers certain rights is ancient- most traditional societies grant special immunities to nobles and priests, granting them more room to speak their minds and more confidence of avoiding practices like torture and arbitrary arrest. But in most of the world, the notion that these rights should be universal is relatively new. Similarly, the belief that they should apply without exception even when the state has an interest in ignoring them, as a matter of principle date back to no earlier than the Enlightenment of the 1600s and 1700s.

Key among these basic rights are freedom of speech, freedom of religion, the right to vote, and freedom from arbitrary use of police powers. Removing any of these rights makes it far easier for a tyrannical government to suppress dissent, while keeping them in place helps to ensure that the state remains honest, forthright, and responsible in its dealings with the citizenry.

CIVIL RIGHTS

Certain inequalities have been a feature of most civilizations since the beginning of recorded history, or earlier. Almost without exception, most women were restricted to low-prestige roles as subordinates to men. Many societies identified a ruling elite or 'native' national majority which was free to condemn religious, racial, or other minorities. Large categories of second-class citizens existed in practically all countries, most frequently women, who lacked the political and economic freedoms enjoyed by men.

As great increases in wealth, literacy, and access to communications spread through the developed world in the late 19th and early 20th century, this state of affairs was called into question. Women agitated for the right to vote. Racial minorities struggled to achieve equal access to economic opportunities. Ethnic and linguistic groups overpowered and surrounded by foreigners (especially in the Americas and Australia) fought to preserve their right to raise their own children and maintain their language and traditions in the face of intense pressure to dissolve into the mainstream.

The battles for these forms of equality, generally known as "civil rights" were one of the defining social forces of the 20th century, and continue into the 21st.
 
CIVIL SERVICE

[Xyth, what stops you from repurposing the description of the Bureaucracy tech from vanilla Civ IV?]

COPPER WORKING

Copper is one of the few metallic elements which can be found in nature in pure form, uncombined with other elements and not bound into an ore. This made it easy for primitive societies to find and work in modest quantities.

Copper can be used for metallic tools, but it is soft and does not hold a cutting edge well. Most societies found more use for copper in jewelry and decorations. However, familiarity with working copper (and other elements found in native-metal form, such as gold, silver, and meteoric iron) probably contributed to early societies' understanding of metalworking in general. As the techniques for refining metals from ore improved, this became crucial to the progress of early civilizations.

CROP ROTATION

Crop rotation is the practice of planting different species of crops in the same field in a continuous cycle. This is extremely useful as a way to improve farm productivity, because any given crop will absorb certain nutrients from the soil while leaving others in place or even enriching them. Over time, growing the same crops in a field over and over will exhaust its nutrients and make it useless. By rotating crops, a farmer can intersperse these periods of nutrient drain with periods where the crops actively replenish the soil; this is often achieved using legume crops such as beans, which enrich soil with nitrogen that many other plants need to grow.

Crop rotation was introduced in various parts of the world during the classical and medieval periods. Over time it has become a more complex practice; each improvement in crop rotation practices provided a boost in agricultural productivity. While today, chemical fertilizers often take the place of crop rotation by replacing soil nutrients artificially, crop rotation remains an important technique for farmers to know, especially if they wish to avoid relying totally on the fertilizer supply.

CYBERNETICS

Cybernetics is a term coined by pioneering computer scientist Norbert Wiener, referring to the science of studying control systems, organization, and information flow.

This is a relatively new field of research, dating to the mid-20th century. Cyberneticists seek to understand how decisions are made, and how to improve the process using systematic, scientific methods. This is particularly important in the fields of automation and computer programming. Setting up a computer to do a job in a human's place cannot be done unless the computer's programmers and users understand how it is to make the necessary decisions: how the computer 'thinks.' Cybernetics also finds use in management of human beings, because its theories can be applied to the flow of information and decisions up and down a chain of command, among a peer group, or through other social structures.

More colloquially, "cybernetics" is often used to refer to advanced automation, or to a mixture of organic and machine technology, particularly in the context of the newly-dawning Information Age. Naturally, this is tied into the research described above- one can hardly design an advanced robot without knowing how to build a decision-making computer.
 
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