Khan Quest
Prince
I would like to have more dead-end, specializing techs available. These techs would allow a player to further specialize aspects his game. There should be enough of these available where it would impossible to get them all in the course of a game, and chasing too many may set you back tech-wise.
These techs would be more applied as opposed to theoretical and therefore can not be traded.
The military specializing techs will have limited usefulness time span, like all military techs. The military techs represent both the absolutely most advanced equipment available and the training to maximize its affect.
Some existing techs, especially civic techs, should not be tradable. Case in point, the U.S. has gifted Democracy to religious Iraq. And it has been what, 5 years of anarchy with no sign of democracy taking hold?
Alternatively, each tech could have a graded transferability rating, say 0 to 5. 0 represents more of the applied technology (100% would have to be researched) like most of those below. 1 is 25% (25% transferable; 75% would have to be researched), 2 is 50%, 3 is 75%, and 5 is 100% - pure scientific research, and immediately implimentable.
Tech: Composite Bow Making
Prereq: Archery
Applies to: All archery units (bowman, long-bowman, camel archers, etc.)
Effect: All new archery units cost 10% more hammers to produce. All new archery units have 10% increased strength (as opposed to a combat promotion). A bowman, for example, would start out at 3.3 rather than 3.
Tech: Layered Steel
Prereq: Iron Working
Applies to: All sword-wielding units (Swordsmen, knights, samurai, etc.)
Effect: All new sword-wielding units cost 10% more hammers to produce. All new sword-wielding units have 10% increased strength.
Tech: Tournament
Prereq: Guilds
Applies to: All horse-mounted units
Effect: All new horse-mounted units cost 10% more hammers to produce. All new sword-wielding units have 10% increased strength.
Perhaps only one 10% bonus could apply to any given type of unit.
Tech: Polearms ?
Prereq: Civil Service
Applies to: All Pikemen
Effect: All new Pikemen cost 10% more hammers to produce. All new Pikemen have 10% increased strength.
Tech: Sharp-shooting
Prereq: Rifling
Applies to: All gun-powder units
Effect: All new gun-powder units cost 10% more hammers to produce. All new gun-powder units have 10% increased strength.
Tech: War gaming
Prereq: Industrialism
Applies to: All warships
Effect: All new warships cost 10% more hammers to produce. All new warships have 10% increased strength.
Tech: Battle-simulators
Prereq: Computers
Applies to: All mechanized units (mech infantry, tanks, helicopters)
Effect: All new mechanized units cost 10% more hammers to produce. All new mechanized units have 10% increased strength.
Tech: Focused Marketing
Prereq: Corporations
Applies to: Traded resources
Effect: All foreign-traded resources grant a 2 gold/turn to the city with the resource and trade route.
Tech: Propaganda
Prereq: Mass Media
Applies to: Civs
Effect: For a to-be-specified amount of gold per turn, dependent upon the target civs population, relations may improved or degraded by one point with respect to another civ.
Tech: Extreme Environmental Technologies
Prereq: Ecology
Applies to: See below.
Effect: A new type worker , Extreme Environmental Engineer (eee) can be created/upgraded-to that can enter mountain tiles. Mountain tiles may be improved with special roads and mined by an eee. The mined mountain produces 2 hammers. Desert tiles may have a new improvement, solar plant, to produce to hammers.
A new promotion becomes available (prereq: hill I), allowing the promoted military units to travel upon mountain and ice tiles. The move rate is one, even if the tile has a road.
Tech: Renaissance
Prereq: ?
Applies to: Cities with culture older than 100 turns.
Effect: A new building, museum, may be built, which will amplify culture produced by buildings and wonders no less 100 turns old by 25% (these are not ordinary museums, but those on the order of the Smithsonian or the Louvre).
Tech: Oceanic Exploration
Prereq: Sailing
Applies to: All non-oceanic vessels
Effect: Creates a new promotion available for non-oceanic vessels to have a percentage chance of surviving in an ocean tile (like in the older civ).
Tech: Weights and measures
Prereq: Currency
Applies to: Markets
Effect: Markets can be upgraded at a 10% cost for a 10% increased affect.
Tech: Lobbying
Prereq: Democracy
Applies to: Cities
Effect: Can turn one happy citizen into +1 hammer and +2 commerce.
Tech: Intrigue
Prereq: Hereditary Rule
Applies to: See Below
Effect: Capital cities of non-religious civ recover from anarchy 100% faster. Religious civs may change civics every eight turns.
Tech: Micromanagement
Prereq: Corporation
Applies to: Factories/Cities
Effect: Factories can be upgraded at a 10% cost for a 10% increased affect. Causes -1 happiness.
Tech: Psychology
Prereq: Biology
Applies to: Missionaries
Effect: Missionaries are 50% more likely to spread their religion to a city. Missionaries can covert one religion in a city to their own (in effect, removing it from the city). The missionarys religion must be in the city.
Tech: Penal Code
Prereq: ?
Applies to: Jails
Effect: Jails can be upgraded at a 10% cost for a 10% increased affect.
Tech: Ethics
Prereq: Constitution
Applies to: Courthouses
Effect: Courthouses can be upgraded at a 10% cost for a 10% increased affect.
Tech: Expedition
Prereq: ? some early tech
Applies to: Units
Effect: Units in nuetral territory heal as fast as those within cultural boundries.
These techs would be more applied as opposed to theoretical and therefore can not be traded.
The military specializing techs will have limited usefulness time span, like all military techs. The military techs represent both the absolutely most advanced equipment available and the training to maximize its affect.
Some existing techs, especially civic techs, should not be tradable. Case in point, the U.S. has gifted Democracy to religious Iraq. And it has been what, 5 years of anarchy with no sign of democracy taking hold?
Alternatively, each tech could have a graded transferability rating, say 0 to 5. 0 represents more of the applied technology (100% would have to be researched) like most of those below. 1 is 25% (25% transferable; 75% would have to be researched), 2 is 50%, 3 is 75%, and 5 is 100% - pure scientific research, and immediately implimentable.
Tech: Composite Bow Making
Prereq: Archery
Applies to: All archery units (bowman, long-bowman, camel archers, etc.)
Effect: All new archery units cost 10% more hammers to produce. All new archery units have 10% increased strength (as opposed to a combat promotion). A bowman, for example, would start out at 3.3 rather than 3.
Tech: Layered Steel
Prereq: Iron Working
Applies to: All sword-wielding units (Swordsmen, knights, samurai, etc.)
Effect: All new sword-wielding units cost 10% more hammers to produce. All new sword-wielding units have 10% increased strength.
Tech: Tournament
Prereq: Guilds
Applies to: All horse-mounted units
Effect: All new horse-mounted units cost 10% more hammers to produce. All new sword-wielding units have 10% increased strength.
Perhaps only one 10% bonus could apply to any given type of unit.
Tech: Polearms ?
Prereq: Civil Service
Applies to: All Pikemen
Effect: All new Pikemen cost 10% more hammers to produce. All new Pikemen have 10% increased strength.
Tech: Sharp-shooting
Prereq: Rifling
Applies to: All gun-powder units
Effect: All new gun-powder units cost 10% more hammers to produce. All new gun-powder units have 10% increased strength.
Tech: War gaming
Prereq: Industrialism
Applies to: All warships
Effect: All new warships cost 10% more hammers to produce. All new warships have 10% increased strength.
Tech: Battle-simulators
Prereq: Computers
Applies to: All mechanized units (mech infantry, tanks, helicopters)
Effect: All new mechanized units cost 10% more hammers to produce. All new mechanized units have 10% increased strength.
Tech: Focused Marketing
Prereq: Corporations
Applies to: Traded resources
Effect: All foreign-traded resources grant a 2 gold/turn to the city with the resource and trade route.
Tech: Propaganda
Prereq: Mass Media
Applies to: Civs
Effect: For a to-be-specified amount of gold per turn, dependent upon the target civs population, relations may improved or degraded by one point with respect to another civ.
Tech: Extreme Environmental Technologies
Prereq: Ecology
Applies to: See below.
Effect: A new type worker , Extreme Environmental Engineer (eee) can be created/upgraded-to that can enter mountain tiles. Mountain tiles may be improved with special roads and mined by an eee. The mined mountain produces 2 hammers. Desert tiles may have a new improvement, solar plant, to produce to hammers.
A new promotion becomes available (prereq: hill I), allowing the promoted military units to travel upon mountain and ice tiles. The move rate is one, even if the tile has a road.
Tech: Renaissance
Prereq: ?
Applies to: Cities with culture older than 100 turns.
Effect: A new building, museum, may be built, which will amplify culture produced by buildings and wonders no less 100 turns old by 25% (these are not ordinary museums, but those on the order of the Smithsonian or the Louvre).
Tech: Oceanic Exploration
Prereq: Sailing
Applies to: All non-oceanic vessels
Effect: Creates a new promotion available for non-oceanic vessels to have a percentage chance of surviving in an ocean tile (like in the older civ).
Tech: Weights and measures
Prereq: Currency
Applies to: Markets
Effect: Markets can be upgraded at a 10% cost for a 10% increased affect.
Tech: Lobbying
Prereq: Democracy
Applies to: Cities
Effect: Can turn one happy citizen into +1 hammer and +2 commerce.
Tech: Intrigue
Prereq: Hereditary Rule
Applies to: See Below
Effect: Capital cities of non-religious civ recover from anarchy 100% faster. Religious civs may change civics every eight turns.
Tech: Micromanagement
Prereq: Corporation
Applies to: Factories/Cities
Effect: Factories can be upgraded at a 10% cost for a 10% increased affect. Causes -1 happiness.
Tech: Psychology
Prereq: Biology
Applies to: Missionaries
Effect: Missionaries are 50% more likely to spread their religion to a city. Missionaries can covert one religion in a city to their own (in effect, removing it from the city). The missionarys religion must be in the city.
Tech: Penal Code
Prereq: ?
Applies to: Jails
Effect: Jails can be upgraded at a 10% cost for a 10% increased affect.
Tech: Ethics
Prereq: Constitution
Applies to: Courthouses
Effect: Courthouses can be upgraded at a 10% cost for a 10% increased affect.
Tech: Expedition
Prereq: ? some early tech
Applies to: Units
Effect: Units in nuetral territory heal as fast as those within cultural boundries.