Looser Tech Prerequisites - Good for realism, what about gameplay?

SevenSpirits

Immortal?
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Jul 7, 2007
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My mind recently has been on the development of technology throughout history, and how it has played out. And the main thing that keeps leaping out at me when I think about how Civ represents it is how weird it is to have prerequisites.

The vast majority of technologies and other advances are not strictly necessary for ANYTHING. There are just so many possible ways for things to come about. Math? You don't actually need anything else to invent math. You can draw with your fingers in the sand, and figure out quite a bit if you're smart enough. So maybe the prerequisite should be a specific amount of leisure time? :lol:

Steam engines? Well, the main thing you need, is, um, apparently, to have mined out a lot of your easy-to-get-at ore, so that you need a portable replacement for suction-based methods of draining mines of water. It also helps to have achieved some level of precision in manufacturing techniques.

Basically what I'm getting at is that specific technology concepts, such as we would summarize as "techs" in a "tech tree", don't actually require other "techs" in most cases. Instead, they just very vaguely require a certain level of development.

So I've been pondering if there's a way to represent this in the game, which would play out reasonably well. I think the following are important qualities to retain:
1) You are incentivized to research most or all technologies eventually.
2) You have the useful ability to form multi-tech research plans (beelines) to reach a specific tech more quickly.
3) There are many possible good orders to research your techs in. (This should just be a matter of balancing the techs themselves well.)

One idea I had was the following scheme: Techs are organized into columns, each of which represents a single short era. To research a tech, you must either have it's prerequisite, or already have any other tech in that era. (With both, you get a discount.) Techs in your current era, and the single previous era, are discounted, to curtail beelining multiple columns ahead. (Of course, subsequent era techs are more expensive anyway, but this makes beelining actually less beaker-efficient.) Here's a sample first few eras:

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So for example, if you wanted to reach Masonry, you could get there through Agriculture->Calendar->Masonry, or Pottery->Writing->Masonry. The arrows aren't really requirements, they are ways to advance!

Obviously this is only lightly described at the moment. I guess the questions are:
1) Do you think this is an improvement in terms of realism? Do you have alternate ideas? (Do you know about the relevant history or does your knowledge just come from Civ?)
2) Do you foresee any fundamental gameplay problems with this system, keeping in mind that all kinds of numbers and effects are quite tweakable?
3) Do you see any superficial gameplay problems, and how could they be solved?

I appreciate any input.
 
I wouldnt do it like this since the will allow the player to quickly rush through technologies without requiring him to learn the others. For example, you may end up in the industrial age, but still never have researched the wheel. This would make the game feel less historically accurate than it would by including them.

Unless of course you can create somekind of bottle-neck in between eras. This can be one technology that requires that you research all the others in the current era before advancing. You can even make the technology called "Advance to the Bronze age" or something like in AOE. Good luck.
 
yea it could get hairy quickly if your not careful. It really bothers me that for example, I can create stealth bombers and modern armor prior to even researching computers, imo pretty dumb considering both of those require massive amounts of computer power to function.
 
I guess you need masonry for construction. And mathematics and philosophy without writing also don't make much sense (as neither of them is of much use when you have no way to transfer your findings to other people).

I like the system where the tech has for example 3 prerequisites, but it needs only any 2 of them. Of course it is not applicable everywhere, but it allows for some freedom, yet it prevents the worst cases of trans-era beelining.
 
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