Post War Mod(s)

I've run into a problem. There just aren't enough available tech slots for all techs. I can't do anything more before all tech trees are trimmed so that they all fit in. (There are 99 available tech slots, of which some have special hard-coded effects, which requires us to discuss who should get what tech slot.)

The main tech tree consists of 34 techs.
The Franch tech tree consists of 8 unique techs.
The Specialist tech tree consists of 16 unique techs.
The Plutonian tech tree consists of 11 unique techs.
The Towelite tech tree consists of 19 unique techs.
The Lyconian tech tree consists of 14 unique techs. (15 with Wolf Revenge, not counting events. I've counted events, as those mentioned in the tech tree need a tech each to work. I've discounted those who don't fit in the setting of the scenario.)
The Kat tech tree consists of 2 unique techs.
The Zeonian tech tree consists of 5 unique techs.

Which is when put together 108 techs. (109 with Wolf Revenge.) That's nine (ten) too many, even when not counting special tech slots. I could trim the main tech tree, and the Towelite, Specialist and Lyconian (maybe also the Plutonian) tech trees should be trimmed a bit as well. Sorry for the inconvenience. Everybody should also decide on their faction's government, as that would cut the "unusable" tech slots by six.
 
I'd really hate to have to cut anything, but where sacrifice is required, sacrifice must be given... *sigh*

SPECIALIST TECH TREE MODIFICATIONS LIST

1. Cut "Minibots" tech. "Nanotechnology" will therefore spring directly from "Miniaturization."

2. Cut "Specialist Psychology" and instead link all techs that require it to "Specialist Mindset" instead.

3. Cut "Xeno-Relations Studies."

4. Cut "Specialized Tactics." "Condor Interceptors" shall instead link directly to "Specialist Mindset."

5. Specialist Government: Republic (renamed "Senatorial"): Given at start, no tech prerequisites, not required for other techs.
 
The Person said:
I've run into a problem. There just aren't enough available tech slots for all techs. I can't do anything more before all tech trees are trimmed so that they all fit in. (There are 99 available tech slots, of which some have special hard-coded effects, which requires us to discuss who should get what tech slot.)

The main tech tree consists of 34 techs.
The Franch tech tree consists of 8 unique techs.
The Specialist tech tree consists of 16 unique techs.
The Plutonian tech tree consists of 11 unique techs.
The Towelite tech tree consists of 19 unique techs.
The Lyconian tech tree consists of 14 unique techs. (15 with Wolf Revenge, not counting events. I've counted events, as those mentioned in the tech tree need a tech each to work. I've discounted those who don't fit in the setting of the scenario.)
The Kat tech tree consists of 2 unique techs.
The Zeonian tech tree consists of 5 unique techs.

Which is when put together 108 techs. (109 with Wolf Revenge.) That's nine (ten) too many, even when not counting special tech slots. I could trim the main tech tree, and the Towelite, Specialist and Lyconian (maybe also the Plutonian) tech trees should be trimmed a bit as well. Sorry for the inconvenience. Everybody should also decide on their faction's government, as that would cut the "unusable" tech slots by six.
Just to be sure, can you post the 11 plutoemp unique techs please? :)
 
Chukchi Husky said:
I said to ignore that...
I know, that's why I decided to say it the way I did. (Now I'm sure that's to be skipped.)

@S290
Noted.

PlutonianEmpire said:
Just to be sure, can you post the 11 plutoemp unique techs please? :)
Sure.

Plutonian Alphabet
Plutonian Writing
Plutonian Literacy
Plutonian Techs
Pltn. Laser Tech
Pltn. Ice Working
Pltn. Industry and Flight
Pltn. Invention
Explosive Ice
Pltn. Rocketry
The Plutonian Empire!!!


And here is what I propose to be cut from the main tech tree:

Automatic Weapons (Anti-Tank Weapons will be prerequisite for Multifront Warfare instead)
Electronics (Making Radar and Mass Production prerequisites for Transistors instead.)
Computerized Society
Robotic Airplanes
Stealth
Advanced Encryption Algorithms

I'll cut Franch Militarization from the Franch tech tree, replacing it with either Sun Tzu's War Academy or United Nations (renamed to Franch Militarization).
 
TP, did you forget Plutonianism? (fundamentalism replaced), or does ToT not have fundy?

Also, currently, which units, city improvements and wonders are civ-specific to the PE?

I'm currently revamping my tech tree, so get rid of Pltn. Laser tech. we don't need that, and i'm replacing/altering some of my units. The PlutoCon, Tri-Ship, and a few others remain though, obviously.
 
Here's the new tech tree (except for plutonianism, prerequisites are in parenthesis, as well as the Epoch and the Category. Note, this is based on the normal civ2 MGE tech tree. AI values and modifiers remain the same as they were in the plutorising scenario i provided.):


Plutonianism (starting tech; fundamentalism replaced; Modern epoch, Social category)

Plutonian Techs (Plutonianism, Code of laws; Ancient, Applied)

Pltn. Ice Working (Plutonian Techs, Masonry; Ancient, Applied)

Plutonian Flight (Plutonian Techs, Theory of Gravity; Renaissance, Military)

Plutonian Invention (Plutonian Flight, Engineering; Industrial Revolution, Academic)

Plutonian Industry (Plutonian Invention, Industrialization; Industrial Revolution, Academic)

Adv. Pltn. Flight (Plutonian Industry, Flight; Modern, Applied)

Chronoscepter Tech (Plutonian Invention, The Laser; Modern, Academic)

Pltn. Rocketry (Chronoscepter Tech, Rocketry; Modern, Military)

Pltn. Future Tech (Adv. Pltn. Flight, Pltn. Rocketry; Modern, Academic)
 
PlutonianEmpire said:
TP, did you forget Plutonianism? (fundamentalism replaced), or does ToT not have fundy?
Yes, I forgot. (To be honest, I didn't look for any other techs than Plumbing and the ten extra techs at the bottom, as I saw that the tech tree was pretty much unaltered.) And yes, ToT has Fundy, so there's no problem that way. But that's moot, as you have posted the one you want.

To everybody else: I'll have a go at the tech trees again. But first I have to say that there are four techs I know can't be used (Invention, Industrialization, Electronics and Automobile) because they change what cities look like. But this is an opportunity to give every faction their own specific city style. I'll just give Invention to one faction, and they'll use the seventh row of cities. Industrialization gives the fifth row, and if a faction has both Electronics and Automobile it used the sixth row, meaning that we have a total of seven different city styles, which coincidentally is the number of factions we have.
 
I just installed my sis' ToT game on my computer [party]

Now, where do i place the PW mod folder? (i haven't downloaded it yet though.)
 
@PE
You must change your tech tree so that your techs have prerequisites from the main tech tree (uploaded earlier in this thread; note that some techs have later been cut, check my earlier posts for information on what techs). All techs are also considered to be Modern in this scenario.

Edit: Is "Pltn. Fut. Tech" a replacement for "Future Tech"?
 
Could everybody please tell me what government they want (there can be no government switches in this scenario)? I have only the Towelite, Kat and Zeonian tech trees left, and there are only 15 tech slots left (the Towelite Tech tree has 15 techs all by itself, even if we don't count the techs that come from the main tech tree and if "Synapse Systems" is cut). I'll go over the main tech tree again and see if there are more techs that aren't completely necessary.
 
I'm aiming at Democracy as well. And don't be afraid to choose a goverment somebody else already has chosen. There aren't enough governments for each faction to have its own anyway.

This scenario will be "Total War", meaning that there is no Senate to stop you from warring.
 
Here are edits that should reduce my tree considerably:

*It will look like the normal tech, but under the Civpedia there could be a Towelite entry explaining the Towelite version of the tech.

Synapse Systems -> Electronics
Command Centralization -> Transistors
Towel Brains -> Integrated Circuits
Aquatic Warfare -> Naval Warfare
Advanced Aquatic Warfare -> whatever Zeon or Franch was using for sub warfare if possible
Towel Orbit -> Spaceflight
Evolved Neural Net -> Optical Computers
 
Progress report: I've managed to fit every single technology into the tech tree. It was accomplished by giving the Lyconians the Guerilla Warfare slot (means that whenever a Lyconian city is taken, a few units of the Partisan slot pop up around it). I thought it would make most sense to give it to the Lyconians.
 
The Person said:
@PE
You must change your tech tree so that your techs have prerequisites from the main tech tree (uploaded earlier in this thread; note that some techs have later been cut, check my earlier posts for information on what techs). All techs are also considered to be Modern in this scenario.

Edit: Is "Pltn. Fut. Tech" a replacement for "Future Tech"?
No, it is a separate, single tech for the empire, one which gives all the remaining units/improvements/wonders to the empire that none of the previous pluto techs gave to the PE.

And as stated before, i choose Plutonianism (fundamentalism renamed). Oh, and i forgot to mention, Plutonianism comes WITHOUT the research penalties ;).
 
PlutonianEmpire said:
And as stated before, i choose Plutonianism (fundamentalism renamed). Oh, and i forgot to mention, Plutonianism comes WITHOUT the research penalties ;).
Can't be done. Governments are hard-coded.
 
Actually, you can edit the science loss stuff in the rules.txt file, but for fundamentalism only. screenshot:

fundyscience7cd.jpg


And look 4 lines below that. "max effective science rate for fundamentalism" ;)
 
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