How Many "Era Is" Can The Game Handle?

Ozymandias

In Terra Fantasia
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I'm using Culture Groups in an entirely different way than usual for Terra Fantasia: Each Culture Group represents a "habitat" the Civ begins in (Hill Folk; Seafarers; Woodsmen; Plains; River - I gave this some thought, long ago) and its 4 Civs will be placed evenly across the world.

Each of the 4 Civs within each Culture Group will possess one of 4 Traits: Inquisitive; Commercial; Militaristic; Religious (these are all but entirely different than the usual game's "Flavors.")

The Tech Trees will look the same, but there might actually be four different Tech Boxes present, offering a different Gov for each Trait.

So: 20 different Era I Tech Trees ... ?
 
The Tech Trees will look the same, but there might actually be four different Tech Boxes present, offering a different Gov for each Trait. So: 20 different Era I Tech Trees ... ?

Ozy, why not using one techtree for era 1 and giving those civs a different tech, combined with a special era-none tech as a prerequisite, that is not needed for progressing to the next era, as this is handled since many, many years ?
 
My original concern was the huge number of Tech Boxes on the Tech Tree.

Nonetheless, your answer triggered The Solution –
  • Using your suggestion for the Traits.
  • Also, similarly, using Era=0 Techs, giving each Culture Group a unique Improvement to build: an "Obelisk,” which would be a prerequisite for all Culture-specific Improvements.
To synergy, Old Comrade and Friend!

:goodjob:
 
  • Also, similarly, using Era=0 Techs, giving each Culture Group a unique Improvement to build: an "Obelisk,” which would be a prerequisite for all Culture-specific Improvements.

Ozy, this is the solution that is used in CCM1 and CCM2: Each civ has a special building tied directly to a special era none-tech for that civ (flags or national symbols) and these buildings are the prerequisites for many civspecific buildings, among them a GW for each civ, that can trigger a Golden Age for that civ. For this solution not even a special techbox in the techtree is needed. :)
 
Ozy, this is the solution that is used in CCM1 and CCM2: Each civ has a special building tied directly to a special era none-tech for that civ (flags or national symbols) and these buildings are the prerequisites for many civspecific buildings, among them a GW for each civ, that can trigger a Golden Age for that civ. For this solution not even a special techbox in the techtree is needed. :)

… Well, I was going to (and almost certainly still will) PM you to ask about “piggybacking” (“stacking”) TF on top of CCM :cooool:
 
… Well, I was going to (and almost certainly still will) PM you to ask about “piggybacking” (“stacking”) TF on top of CCM :cooool:

Ozy, as CCM 2.50 is concepted as an expansion of C3C, all of its graphics and other parts can be used in other mods and scenarios as if they would have been included in C3C from the start of the release of C3C and only the things that should be done different must be included in those mods and scenarios.
 
Ozy, as CCM 2.50 is concepted as an expansion of C3C, all of its graphics and other parts can be used in other mods and scenarios as if they would have been included in C3C from the start of the release of C3C and only the things that should be done different must be included in those mods and scenarios.

Yep! “Been there; played it!” — ⁣ :goodjob: ⁣— Yet I'm going pretty far afield with TF, so suspect I'll ultimately wind up with some questions for you.
 
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