Research Request(s)

This remains high on the list of priorities to address at some point. I feel it should but it's more difficult to establish than one might imagine in the code.
What about new (small) buildings like "Local XYZ producer", which you can use as prerequisites - perhaps they could even be autobuilt. And, say, after a certain tech you use the resource directly.
 
What about new (small) buildings like "Local XYZ producer", which you can use as prerequisites - perhaps they could even be autobuilt. And, say, after a certain tech you use the resource directly.
Could be done but doesn't have the elegance of being the actual bonus for the sake of providing that bonus as a prerequisite within this city alone. So say a unit requires copper or iron wares - would we need an alt version that requires this building instead?
 
Could be done but doesn't have the elegance of being the actual bonus for the sake of providing that bonus as a prerequisite within this city alone. So say a unit requires copper or iron wares - would we need an alt version that requires this building instead?
Autobuilt buildings could perhaps help here. Say you get the Local copper wares producer at Metal Casting - I think that is the tech you need for Copper Wares anyway. And at e.g. Iron Working or perhaps Road Building a building called National copper wares distributer is enabled, which is also autobuilt, but this time requires only the resource itself and thus is built in all of your cities. It should probably also be an upgrade to the first building. The unit that formerly required copper wares now requires one of the two buildings.

This would mean that the various OR lists now get to be twice as long, but at least it's "just" XML work. Unfortunately I don't know if the AI could handle this "out of the box", but if that was the case, this might be the easiest solution.
 
Regarding Helium 3: It was one of the main reasons to get bases in the moon and there should be buildings that enable He3 on earth. It is very valuable for fusion.

I think you need to connect a He3 mine on the moon, then build the He3 exporter which would allow you to build a He3 importer on earth, that produces He3.
 
Regarding Helium 3: It was one of the main reasons to get bases in the moon and there should be buildings that enable He3 on earth. It is very valuable for fusion.

I think you need to connect a He3 mine on the moon, then build the He3 exporter which would allow you to build a He3 importer on earth, that produces He3.
Hmm I'm not sure if @pepper2000 did that for He3 resource now - before I saw only National Wonder producing He3, that required Uranus in vicinity.
 
That's more or less how it works. The Lunar He3 exporters allow importers to be built on Earth, while the Uranus wonder gives the importers for free.
 
No one responed.
I'll add Bamboo and vicinity prereqs (must be placed at those resources to actually utilize them) for Hemp (X2)/Flax (X2)/Cotton (X3) to Weaver's Hut as alternative prereqs.
It won't get yields increase from those resources.

Dairy barn will have Pottery as alternative to glassware.
It will get extra health with Glassware being present.
Spoiler :

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It appears you can't have two separate bonus prereq groups.
Wood on other hand is very easy to obtain - any forest or coast (driftwood gatherer) will allow you to gather this resource.
That it needed other resources to function: Wood or Prime Timber or Bamboo or Tin/Aluminum Wares.
Spoiler :

Civ4BeyondSword 2018-09-16 13-08-26-78.jpg

 
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To recap here are resources, where their producers rely on other resources that are unlocked later.
Spoiler :

Woodwind Instruments (X5) - Woodwind Instrument Maker (X5)
Wood (X9)
4 columns to nearest resource.

Jewelry (X10) - Jewelry Shop (x10)
Pearls [Natural] (X16) or Beads (X11) or Wares: Platinum (X33) or Electrum (X30) or Gold (X25) or Silver (X25) or Copper (X25)
Beads aren't too far.
1 column - beeline a bit

Dried Fish (X11) - Dried Fish Maker (X11)
Raw Fish (X16)
5 columns to nearest resource.

Dried Fruit (X11) - Dried Fruit Maker (X11)
Fruit (X23)
12 columns to nearest resource.

Milk (X15) - Dairy Barn (X15)
Glassware (X31) or Pottery (X21)
6 columns to nearest resource.

Brass Instruments (X21) - Brass Instrument Maker (X21)
Brass Wares (X30)
9 columns to nearest resource.

Barrels (X24) - Cooper (X24)
Wood (X9) AND one of Wares: Copper (X25) or Bronze (X29) or Iron (X33)
One column slip - With proper planning you can get Copper Wares before Barrels.
1 column - beeline a bit

I'll list buildings needing resources, that are unlocked earlier than respective resource producers.
Slaughterhouse is nice interesting design: It is unlocked by Cooking, and you can get Carcass trough hunting (certain subdued animals).
Fairly reliable Trackers are unlocked column later at Tracking.
I'm not sure if you can subdue carcass giving animals with Chasers/Trackers before you research Cooking - that should be easier on slower speeds (more time to move your units).
Some resources have bigger wait times anyway.

Lard (X4 - Cooking)
Lichen Burner (X3 - Controlled Fire/Scavenging)
Lichen Burner can have Cooking/Scavenging prereqs
It needs Butchery, that makes Lard and Raw Meat, which needs Slaughterhouse (produces Bones), which needs subdued animal herds though
Butchery and Slaughterhouse needs Cooking
This building needs cold terrains, so you won't see it too fast most of time
Lichen Burner now requires Cooking instead of Controlled Fire
Cooking has prereq of Controlled Fire.


Rope (X9 - Binding)
Jump Rope (X7 - Games)
This one looks like proxy requirement: Resource replaces tech requirement of Binding (where Rope maker is placed)

Bone (X9 - Bone Working)
Technically can be produced much earlier at X4 - Slaughterhouse produces Bone and needs Cooking/Shelter Building
There is similar situation with Ivory (Bone Working) producers

Wood (X9 - Simple Wood Working)
Dining Hall requires Cooking/Shelter Building (X4), Wood is earliest unlockable resource requirement.
Smoke House requires Cooking (X4). Wood (X9) and Raw Meat (X4) are its resource requirements.
Woodwind Instrument Maker requires Shelter Building (X4) and Prehistoric Music (X5). It makes Woodwind Instruments
Dining Hall and Smoke House could require require Wood Working in addition to their current tech prereqs
Woodwind Maker by proxy needs Simple Wood Working tech - here you can make wood

Beads (X11 - Bead Making)
Jewelry Store (X10 - Personal Adornment) - Earliest of alternative resource prereqs. Makes Jewelry
Ivory can be added to its resource prereqs (Ivory isn't used by Bead Maker)
Ivory (Unlocked by Bone Working X9) is now one of resource prereqs for Jewelry Store.
Jewelry Store even got Gold boost with Ivory. Now it gets gold boost from Pearls (one of its prereqs) too.


Bamboo (X13 - Carpentry)
Bamboo Armourer (X4 - Shelter Building and Tanning (X12))
Bamboo Bridge (X12 - Wood Working)

Nets (X16 - Fishing)
Fish Traps (X9 - Trap Fishing). Needs Baskets and Nets. Nets prereq should be dropped
Fish Traps has their Nets prereq dropped.

Raw Fish (X16 - Fishing)
Dried Fish Maker (X11 - Drying). Makes Dried Fish

Saddles (X17 - Animal Riding)
Stable (X16 - Equine Domestication).
Stable could be moved to Animal Riding
Stable now requires Animal Riding instead of Equine Domestication
This means Equine, Camelid and Elephant Domestication techs are effectively OR tech prereqs for Stable.


Pottery (X21 - Pottery)
Dairy Barn (X15 - Animal Husbandry)
There were no liquid containers in Prehistory or what?
Buckets can be added to Carpentry tech, bucket maker would require Wood and Rope.

Gems (X22 - Mining)
Amber and Jade gatherers (X12 - Barter; Gems producers) are unlocked before Gems resource is unlocked

Fruits (X23 - Orchards)
Dried Fruit Maker (X11 - Drying). Makes Dried Fruit

Copper Wares (X25 - Metal Casting)
Cooper (X24 - Fermentation and Copper Working). Makes Barrels

Brass Wares (X30 - Brass Working)
Brass Instrument Maker (X21 - Folk Music)

Drugs (X37 - Drug Trade)
Fly Agaric Gatherer and Kava Plantation can produce drugs, and are unlocked earlier before Drug Trade.
Trance Hut (X21 - Consciousness)
Drugs should be revealed/enabled much earlier - maybe even at Naturopathy (Kava Plantation, X8) or Fungiculture (Fly Agaric Gatherer, X22).

Medieval and Renaissance seemed to avoid supply chain issues.

Newspapers (X65 - Assembly Line)
News Stand (X63 - Journalism). Makes Newspapers
Tangled arrows aside there are no problems with those techs being in single column.

Automobiles (X69 - Motorized Transportation)
Fire Station (X65 - Firefighting)
Looks like Fire Station has proxy prereq of Motorized Transportation.

Computers (X78 - Early Computing), Computer Factory is at Personal Computers (X81)
Electronics Store (X77 - Electronics)
This one should have multiple OR prereqs
Electronics Store now requires following resources: Computers or Calculators or Radios.

Microgenerators (X97 - Microgenerators)

Bioluminescent Boutique (X96 - Organic Photonics)
This one can be moved to Microgenerators - it requires Microgenerators and Organic Photonic Cells resources.
This building now requires Microgenerators (X97).

Bionic Suits (X105 - Bionics)
Circadian Chamber (X95 - Molecular Medicine)
It should be moved all way to Bionics - It requires Neuromiplants unlocked by Brain Mahine Interface (X97)
Its building prereqs also appear later.
Moved it all way to Regenerative Medicine (X107) tech - all its prereqs are unlocked by this tech
 
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With proper planning you can get Copper Wares before Barrels
I think this is almost the only context where anyone would recommend beelining Copper Working and Metal Casting - the hit for the Stone Tools Workshop can be nasty, especially for new cities.
 
I think this is almost the only context where anyone would recommend beelining Copper Working and Metal Casting - the hit for the Stone Tools Workshop can be nasty, especially for new cities.
Well there is only one column difference, so its more like beelining to next flower :p

By that time you should have a lot of production buildings.

Cooper needs Copper Working tech anyway.
 
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Jewelry - I am working on getting metal beads long before the Wares. It is something Hydro and I struggled over. People have been making beads and great works of art from metal long before any of the metal working techs. TB's work on making resource available for buildings in a city before it is visible makes this possible.

There will be a building "Hammered Metal Worker" (or something, at Soft Hammer Percussion) which will make beads from any of the metals that can be found in pure form in nature. It will provide metal beads, contribute to Great Artist and will be required to make some of the great metal art works of the stone ages.

Similarly a "Gem Bread Driller" (at Jewellery or Piercing) requires local grass (for the drill) and any of the gems will provide "Gemstone Beads".

The "Fake Gemstone" wonder manufactures a resource that should also be used by the Jeweler.

We should also probably look at Shark and Crocodile teeth and others. Along with shells. These would become available at Piercing, a very undervalued tech ;).

The Jeweler would then require Beads or Wonder Beads or Gemstone Beads. With Wares/Wonder/Gemstone beads adding to the commerce. Or we could have the various buildings produce Beads as well as their main manufactured good and just have the Jeweler require Beads.

The "Gem Bead Driller" could also take Pearls as a resource.

There a whole range of things that we wanted to do way back when. Some of them we can now do. The placing of buildings etc was based on what we wanted to do. One thing we still can't do is have a commerce increase in a building only if the resource is local. We can do it with autobuilds but the AI wont know about them.

I will come up with a mod for Hammered Metal and Bead Driller. I have them about half way made. The only problem is my complete lack of enthusiasm for this mod at this time.
Well there is only one column difference, so its more like beelining to next flower :p

By that time you should have a lot of production buildings.

Cooper needs Copper Working tech anyway.
Since Copper Working tech research will be improved if you have Copper the resource will need to be exposed earlier.

In fact I thought we did have it visible long before the tech for City placing. All metals will need to be visible before they can be worked so as to allow those with the resource a boost to study of the tech.
Pottery (X21 - Pottery)
Dairy Barn (X15 - Animal Husbandry)
There were no liquid containers in Prehistory or what?
Buckets can be added to Carpentry tech, bucket maker would require Wood and Rope.
Yes both gourds (plant) and stone as per the Stone Wares wonder. However they would not be good for making anything but fermented milk ie alcohol.
 
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Thinking on it the building Jewellery Store should not be available until Metal Working or more likely Trade and require a Market or Bazaar as well as Beads or Wares or Pearls.

There does need to be something at Personal Adornment. Perhaps a Jeweler that makes the Jewellery then the Jewellery Store sells it. The Jeweler would have the material requirements and the Store would have the bonus commerce from bonuses and crime values. We could also make it that there needs to be a number of Jewelers to support a single Jewellery Store.

I wonder if we can have buildings that make a bonus only have that bonus available at a later tech. It should. For Example a Shell Worker at Piercing makes Beads but the Beads don't become available until Personal Adornment. The Bone and Ivory Workers could then provide Beads as a secondary good.

We may also want to go with other beads as well. Maybe Ivory and Gemstone beads count as Fine Beads as would the Fake Gems from the wonder which were considered far superior to the real gems in jewellery.

Some of these buildings (Shell Worker, Bone Worker) should be replaced by the more modern Bead Maker perhaps.
 
Here are all changes I did to buildings:
Spoiler :

Lard (X4 - Cooking)
Lichen Burner (X3 - Controlled Fire/Scavenging)
Lichen Burner can have Cooking/Scavenging prereqs
It needs Butchery, that makes Lard and Raw Meat, which needs Slaughterhouse (produces Bones), which needs subdued animal herds though
Butchery and Slaughterhouse needs Cooking
This building needs cold terrains, so you won't see it too fast most of time
Lichen Burner now requires Cooking instead of Controlled Fire
Cooking has prereq of Controlled Fire.


Beads (X11 - Bead Making)
Jewelry Store (X10 - Personal Adornment) - Earliest of alternative resource prereqs. Makes Jewelry
Ivory can be added to its resource prereqs (Ivory isn't used by Bead Maker)
Ivory (Unlocked by Bone Working X9) is now one of resource prereqs for Jewelry Store.
Jewelry Store even got Gold boost with Ivory. Now it gets gold boost from Pearls (one of its prereqs) too.


Nets (X16 - Fishing)
Fish Traps (X9 - Trap Fishing). Needs Baskets and Nets. Nets prereq should be dropped
Fish Traps has their Nets prereq dropped.

Saddles (X17 - Animal Riding)
Stable (X16 - Equine Domestication).
Stable could be moved to Animal Riding
Stable now requires Animal Riding instead of Equine Domestication
This means Equine, Camelid and Elephant Domestication techs are effectively OR tech prereqs for Stable.


Computers (X78 - Early Computing), Computer Factory is at Personal Computers (X81)
Electronics Store (X77 - Electronics)
This one should have multiple OR prereqs
Electronics Store now requires following resources: Computers or Calculators or Radios.

Microgenerators (X97 - Microgenerators)

Bioluminescent Boutique (X96 - Organic Photonics)
This one can be moved to Microgenerators - it requires Microgenerators and Organic Photonic Cells resources.
This building now requires Microgenerators (X97).

Bionic Suits (X105 - Bionics)
Circadian Chamber (X95 - Molecular Medicine)
It should be moved all way to Bionics - It requires Neuromiplants unlocked by Brain Mahine Interface (X97)
Its building prereqs also appear later.
Moved it all way to Regenerative Medicine (X107) tech - all its prereqs are unlocked by this tech


I'm not sure what to do with those:
Spoiler :

Rope (X9 - Binding)
Jump Rope (X7 - Games)
This one looks like proxy requirement: Resource replaces tech requirement of Binding (where Rope maker is placed)
Add Binding tech prereq for Jump Rope?

Bone (X9 - Bone Working)
Technically can be produced much earlier at X4 - Slaughterhouse produces Bone and needs Cooking/Shelter Building
There is similar situation with Ivory (Bone Working) producers
Move uncover tech to Cooking (X4)?

Wood (X9 - Simple Wood Working)
Dining Hall requires Cooking/Shelter Building (X4), Wood is earliest unlockable resource requirement.
Smoke House requires Cooking (X4). Wood (X9) and Raw Meat (X4) are its resource requirements.
Woodwind Instrument Maker requires Shelter Building (X4) and Prehistoric Music (X5). It makes Woodwind Instruments
Dining Hall and Smoke House could require require Wood Working in addition to their current tech prereqs
Woodwind Instrument Maker by proxy needs Simple Wood Working tech - here you can make wood
Add Simple Wood Working tech prereq for Dining Hall, Smoke House and Woodwind Instrument Maker?

Bamboo (X13 - Carpentry)
Bamboo Armourer (X4 - Shelter Building and Tanning (X12))
Bamboo Bridge (X12 - Wood Working)
Add Carpentry as tech prereq for Bamboo Armourer and Bamboo Bridge?

Raw Fish (X16 - Fishing)
Dried Fish Maker (X11 - Drying). Makes Dried Fish
Add Fishing as tech prereq for Dried Fish Maker?

Pottery (X21 - Pottery)
Dairy Barn (X15 - Animal Husbandry)
There were no liquid containers in Prehistory or what?
Buckets can be added to Carpentry tech, bucket maker would require Wood and Rope.
Add Bucket resource for Dairy Barn? Not that you can't trade meat, fish, fruits and other perishable goods as soon as they are unlocked.

Gems (X22 - Mining)
Amber and Jade gatherers (X12 - Barter; Gems producers) are unlocked before Gems resource is unlocked
Move Gems to tech unlocking Stone Tools Workshop?

Fruits (X23 - Orchards)
Dried Fruit Maker (X11 - Drying). Makes Dried Fruit
Add Orchads prereq for Dried Fruit Maker?

Copper Wares (X25 - Metal Casting)
Cooper (X24 - Fermentation and Copper Working). Makes Barrels
Add or change Copper Working to Metal Casting in Cooper prereqs?

Brass Wares (X30 - Brass Working)
Brass Instrument Maker (X21 - Folk Music)
Add Brass Working tech prereq to Brass Instrument Worker?
Can it use Copper wares as alternative?
Then Metal Casting would be additonal tech prereq,


Drugs (X37 - Drug Trade)
Fly Agaric Gatherer and Kava Plantation can produce drugs, and are unlocked earlier before Drug Trade.
Trance Hut (X21 - Consciousness)
Drugs should be revealed/enabled much earlier - maybe even at Naturopathy (Kava Plantation, X8) or Fungiculture (Fly Agaric Gatherer, X22).
Move reveal tech of Drugs to Naturopathy or Fungiculture?

Newspapers (X65 - Assembly Line)
News Stand (X63 - Journalism). Needs Newspapers
Tangled arrows aside there are no problems with those techs being in single column.
Move Newspapers factory and resource to Journalism?

Automobiles (X69 - Motorized Transportation)
Fire Station (X65 - Firefighting)
Looks like Fire Station has proxy prereq of Motorized Transportation.
Add Motorized Transportation tech to Fire Station?


If redundancies would be created, then earlier tech prereqs would have to go.
Buildings would be recosted to latest tech unlock.
Changes aren't in SVN yet.
By the way I spotted some errors with recosting and building prereqs being unlocked later than buildings needing them.
 
Those you aren't sure of look good to me, what's keeping you from implementing them at the moment?
I was waiting for @Dancing Hoskuld and @Thunderbrd opinion.
I'll do all changes except to Dairy Farm as I don't know how to make icons.
Unless I just add Wood and Leather (or Hide) representing wooden and leather containers.
DH didn't notice, that perishable things are already tradable from start :p
Also Dairy Barn needs one of milk giving animals anyway, meaning that all milk is consumed locally.

In addition to these l revised rest of buildings requiring resources.
Spoiler :

Lard (X4 - Cooking)
Lichen Burner (X3 - Controlled Fire/Scavenging)
Lichen Burner can have Cooking/Scavenging prereqs
It needs Butchery, that makes Lard and Raw Meat, which needs Slaughterhouse (produces Bones), which needs subdued animal herds though
Butchery and Slaughterhouse needs Cooking
This building needs cold terrains, so you won't see it too fast most of time
Lichen Burner now requires Cooking instead of Controlled Fire
Cooking has prereq of Controlled Fire.


Beads (X11 - Bead Making)
Jewelry Store (X10 - Personal Adornment) - Earliest of alternative resource prereqs. Makes Jewelry
Ivory can be added to its resource prereqs (Ivory isn't used by Bead Maker)
Ivory (Unlocked by Bone Working X9) is now one of resource prereqs for Jewelry Store.
Jewelry Store even got Gold boost with Ivory. Now it gets gold boost from Pearls (one of its prereqs) too.


Nets (X16 - Fishing)
Fish Traps (X9 - Trap Fishing). Needs Baskets and Nets. Nets prereq should be dropped
Fish Traps has their Nets prereq dropped.

Saddles (X17 - Animal Riding)
Stable (X16 - Equine Domestication).
Stable could be moved to Animal Riding
Stable now requires Animal Riding instead of Equine Domestication
This means Equine, Camelid and Elephant Domestication techs are effectively OR tech prereqs for Stable.


Computers (X78 - Early Computing), Computer Factory is at Personal Computers (X81)
Electronics Store (X77 - Electronics)
This one should have multiple OR prereqs
Electronics Store now requires following resources: Computers or Calculators or Radios.

Microgenerators (X97 - Microgenerators)

Bioluminescent Boutique (X96 - Organic Photonics)
This one can be moved to Microgenerators - it requires Microgenerators and Organic Photonic Cells resources.
This building now requires Microgenerators (X97).

Bionic Suits (X105 - Bionics)
Circadian Chamber (X95 - Molecular Medicine)
It should be moved all way to Bionics - It requires Neuromiplants unlocked by Brain Mahine Interface (X97)
Its building prereqs also appear later.
Moved it all way to Regenerative Medicine (X107) tech - all its prereqs are unlocked by this tech


Continued revision.
Spoiler :

Rope (X9 - Binding)
Jump Rope (X7 - Games)
This one looks like proxy requirement: Resource replaces tech requirement of Binding (where Rope maker is placed)
Jump Rope got Binding tech prereq.

Bone (X9 - Bone Working)

Technically can be produced much earlier at X4 - Slaughterhouse produces Bone and needs Cooking/Shelter Building
There is similar situation with Ivory (Bone Working) producers
Bone is now uncovered by Cooking tech.
DH wanted all resources to have no tech prereq, or at least manufactured ones.

Wood (X9 - Simple Wood Working)

Dining Hall requires Cooking/Shelter Building (X4), Wood is earliest unlockable resource requirement.
Smoke House requires Cooking (X4). Wood (X9) and Raw Meat (X4) are its resource requirements.
Woodwind Instrument Maker requires Shelter Building (X4) and Prehistoric Music (X5). It makes Woodwind Instruments
Dining Hall and Smoke House could require require Wood Working in addition to their current tech prereqs
Woodwind Instrument Maker by proxy needs Simple Wood Working tech - here you can make wood
Dining Hall, Smoke House and Woodwind Instrument Maker needs Simple Wood Working now.

Bamboo (X13 - Carpentry)

Bamboo Armourer (X4 - Shelter Building and Tanning (X12))
Bamboo Bridge (X12 - Wood Working)
Bamboo Armorer got Carpentry prereq.
Bamboo Bridge got their Wood Working prereq replaced with Carpentry prereq.


Raw Fish (X16 - Fishing)
Dried Fish Maker (X11 - Drying). Makes Dried Fish
Drying was replaced with Fishing: To research Fishing tech you need research Drying tech at some point.

Pottery (X21 - Pottery)
Dairy Barn (X15 - Animal Husbandry)
There were no liquid containers in Prehistory or what?
Buckets can be added to Carpentry tech, bucket maker would require Wood and Rope.
Added Wood (Wood buckets) and Leather (Leather sacks) as alternative materials for containers (Immediate consumption).
Perishable resources are tradable as soon as their producer is unlocked or when improvement is built anyway.
Dairy Barn already needs one of milk giving animals.


Gems (X22 - Mining)
Amber and Jade gatherers (X12 - Barter; Gems producers) are unlocked before Gems resource is unlocked
Gems are now revealed by Barter tech - this tech reveals Amber, Gold/Silver Ore, Jade and Turquoise.

Fruits (X23 - Orchards)

Dried Fruit Maker (X11 - Drying). Makes Dried Fruit
Dried Fruit Maker is now unlocked at Orchards - You need to research Drying at some point.

Copper Wares (X25 - Metal Casting)
Cooper (X24 - Fermentation and Copper Working). Makes Barrels
Cooper now requires Metal Casting instead of Copper Working.

Brass Wares (X30 - Brass Working)

Brass Instrument Maker (X21 - Folk Music)
Brass instruments doesn't have to be made from brass (Wikipedia):
The view of most scholars (see organology) is that the term "brass instrument" should be defined by the way the sound is made, as above, and not by whether the instrument is actually made of brass. Thus one finds brass instruments made of wood, like the alphorn, the cornett, the serpent and the didgeridoo, while some woodwind instruments are made of brass, like the saxophone.
This means Wood or Prime Timber is good material for Brass Instrument Maker.


Drugs (X37 - Drug Trade)
Fly Agaric Gatherer and Kava Plantation can produce drugs, and are unlocked earlier before Drug Trade.
Trance Hut (X21 - Consciousness)
Drugs should be revealed/enabled much earlier - maybe even at Naturopathy (Kava Plantation, X8) or Fungiculture (Fly Agaric Gatherer, X22).
Drugs are now revealed at Naturopathy.
This means you should be able to build Trance Hut when it unlocks - almost full two eras earlier.

Newspapers (X65 - Assembly Line)

News Stand (X63 - Journalism). Needs Newspapers
Tangled arrows aside there are no problems with those techs being in single column.
News Stand now requires Assembly Line too.

Automobiles (X69 - Motorized Transportation)
Fire Station (X65 - Firefighting)
Looks like Fire Station has proxy prereq of Motorized Transportation.
Fire Station now requires Motorized Transportation too.

To recap: Some buildings got additional tech requirement and tech redundancy cleaned if present, few other got more alternative resources and some resources are unlocked earlier.

All changes are now in SVN.
 
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Thinking on it the building Jewellery Store should not be available until Metal Working or more likely Trade and require a Market or Bazaar as well as Beads or Wares or Pearls.

There does need to be something at Personal Adornment. Perhaps a Jeweler that makes the Jewellery then the Jewellery Store sells it. The Jeweler would have the material requirements and the Store would have the bonus commerce from bonuses and crime values. We could also make it that there needs to be a number of Jewelers to support a single Jewellery Store.

I wonder if we can have buildings that make a bonus only have that bonus available at a later tech. It should. For Example a Shell Worker at Piercing makes Beads but the Beads don't become available until Personal Adornment. The Bone and Ivory Workers could then provide Beads as a secondary good.

We may also want to go with other beads as well. Maybe Ivory and Gemstone beads count as Fine Beads as would the Fake Gems from the wonder which were considered far superior to the real gems in jewellery.

Some of these buildings (Shell Worker, Bone Worker) should be replaced by the more modern Bead Maker perhaps.
Bead 'jewellery' before metalworking (or in the absence of metal, or in the absence of the skills and equipment for metalworking) was and still is made with string or leather instead.

Beads are not only for adorning persons. Furniture and craft items (including percussion instruments for a game-specific example) can also be so adorned.

I suggest that only a bead-maker should be able to make beads. Bone and ivory then become additional materials (ie. "or" prereq resources) he can make them from.

Once you have a gemstone, you do not want to make beads out of it. At worst, you will make a hole in it so that you can wear it without metalworking. Still, game gems vary from the most worthless like quartz/agate/fluorite, to diamonds, sapphires and rubies so maybe... :dunno:
 
There was a bead factory in Castel-Merle in France, about 30,000 BC. This is also the first place I heard of that had industrial division of labor. They used various raw materials, like sea shells, soap stone from the Pyrenees, and Mammoth Ivory. In one spot, they produced small round objects. In another spot they drilled holes in those objects, and in another spot they strung them together into necklaces and clothing.

The current place of beads in the tech tree is completely correct.
 
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