Only The Strong Survive

Grav

Warlord
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MAJOR changes to the tech dynamics.

Tech flow is now much more important to gameplay. It has *huge* implications on gameplay. They are 4 tech "lines".

-Military
-Commercial
-Scientific
-Civic

Every age has 5 techs of a particular "line." For example, in the ancient ages, you'd have Military techs 1 through 5, same with commercial, etc etc. Each tech only requires the one before it. Ex: Science 3, requires only Science 2, of which only requires Science 1. So you can choose to focus on one part of a particular era. Here is a spreadsheet of the technology tree...

OTSSTECH.jpg


As you my note, the unit strengths have been buffed. This also plays into the theme of "Only the Strong Survive." The juxtaposition in strength between a tank and spearman is phenomenal. However, since strength multipliers are for ages, and the multiplier ramps by age, it still lets someone who is behind in tech, have a fighting chance. THEY ARE NO EXCEPTIONS for this rule. Of course, this includes all unique units. Though the atk/def numbers for the modern age units may seem staggering, they are still relative to eachother. If everyone is in the modern age (or any age), you will not notice any differences in kill ratios. The atk/def buffs are in this mod to reduce the effectiveness of outdated weapons.

Also, it should be noted that the AI seems to do....bizarrely well, in tech advancement. I've tried to stymie this by reducing AI trade rates, and that has helped, but even on monarch, plan to be far behind the tech race. Obviously, this adds a nice challenge to people who want it. This coupled with the unit buffs, and you have a receipe for heavy AI pressure on the player.

To give an example on some of the new tech relations...
-If you want to build tanks, you can tech up to military 15 if you want, but you still couldn't build them, without being able to see the resources. You'd need at least Science 13 to see all the resources you'd need to build them.

This is *not* the final release. I have yet to fix the "tech" arrows, and it still shows the default ones. Also, I the text descriptions for the techs when you right click them are not relevant. Those are there as placeholders, but the "info" about the tech below the text is 100% accurate. Also, in the info part, it may not list *all* the benefits of a particular tech, this is very true for early science techs. (It wont say it when you can now trade across sea, etc). So I recommend playing with the .jpg image on this post open, so you can reference it. If anyone has any suggestions, please let me know for future releases.

Release 2 is out!

Release 1 removed after 80ish downloads.

Bugs fixed:
-The correct wonders obsolete
-Military Alliances now enabled
 

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Interesting idea.
I just downloaded it, and am about to play it. I will poat any feedback I can think of.
Cheers-
 
Thanks for trying it out. The main reason I made this mod, was to see how a "Rise of Nations" style tech ladder would work in a Civ like game. I'm pretty satisfied with the results. I like being able to B-Line science to get the cool abilities, however of course, there is a trade off... I wouldn't have any cool new weapons from the military branch. Then of course, if you haven't researched enough commercial, then actually having the capacity to build and research the tech tree, you'd find yourself lacking. I tried to "somewhat" balance the 3 main branches (the civic line ends at the end of the middle ages), but my mod is more about letting people have freedom to choose how the tech tree unfolds, according to whatever play style they want. Come modern times, I expect people to be in tears, trying to decide which branch to invest into. On one end, you have the cool weapons (military line), on the other, you have the diplo and space race win (science line)! However don't expect to handle either that well, as pollution controls are in the commercial line! In any case, have fun!
 
The one problem that I have noticed with this mod is that you have left the technologies in there that you aren't actually using, and yet they are linked to certain improvements and wonders. For instance, the Palace requires Masonry to be built, and since this technology is unavailable, you can never build a new Palace. Another example would be that Knights Templar is made to go obsolete with the development of Steam Power, which is also not available, which means you will keep churning out Crusaders until the end of the world. Also, do you really mean for there to be no Military Alliances in the game, because they are tied to Writing, etc.
Going through the adavances and improvements thoroughly would solve these problems.
And on a flavor note, I would like to see Civic present in all ages, for symmetry.
I have enjoyed palying this mod, though.
Pat
 
It'sPat said:
The one problem that I have noticed with this mod is that you have left the technologies in there that you aren't actually using, and yet they are linked to certain improvements and wonders. For instance, the Palace requires Masonry to be built, and since this technology is unavailable, you can never build a new Palace. Another example would be that Knights Templar is made to go obsolete with the development of Steam Power, which is also not available, which means you will keep churning out Crusaders until the end of the world. Also, do you really mean for there to be no Military Alliances in the game, because they are tied to Writing, etc.
Going through the adavances and improvements thoroughly would solve these problems.
And on a flavor note, I would like to see Civic present in all ages, for symmetry.
I have enjoyed palying this mod, though.
Pat

Thank you for letting me know about those bugs! I'll have them fixed ASAP. I know about the wonder problem though, as it is now, no wonders obsolete...ever. However both these issues will be addressed. Thanks again for your input.

EDIT: Bugs now fixed. Download Release 2 now!
 
Excellent Very ''Rise of Nations'', Keep up the good work. :goodjob: :hatsoff: :clap:
 
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