Naokaukodem
Millenary King
- Joined
- Aug 8, 2003
- Messages
- 4,298
I have always been saying myself how amazing it was that for some reasons, one or another civilization have had a scientific "golden age".
For example, I'm always wondering what if Ancient Greece were to prolong its scientific golden age: could have the steam power been discovered 2000 years before?
In the same way, what the hell made that in the couple most recent centuries humankind have known such a clearing scientifically speaking? Why do we name the Renaissance and the like?
In some ways, Civ3 tried to answer to this interesting question by triggering random golden ages. But this does not tell us why do they appear. (we can agree that a wonder of the world is pretty much more the effect of a golden age rather than its cause)
So here I am in interest with the whole scientific discoveries system. That's what I want to talk about here.
Plus, I am not satisfied with the current Scientific research system of Civ4 which consist in moving a research bar as if scientific discovering were a plain volunteer AND expensive things:
* First off, one cannot really command to those things. As far as I can see it througout the History, they are pretty random and uncommanded. One can refere to this with the philosophic Platon's Cave analogy.
* Second, I don't thing scientic researches can monopolize in such a Sid Meier's Civilization way the economy of a whole country or civilization. I think that maybe for the first reason, they are never near any other financial aspect of a country or civilization: because in any way they can't be controlled. Of course this does not mean that one can't work on it: scientists exist and programs like the Manhattan Project can born, but are not near to cost as much as in the Civ series.
For those reasons, I would suggest to completely remove the Tech Bar, and suggest to manage tech discoveries differently.
I would like a much more natural and random way in the same time.
I give it without any turning: the tech pace would depend on culture contact exclusively.
It includes:
* A powerfull [EDIT: Aussie_Lurker may be right: only a moderate bonus could do it] research bonus for EACH civ we are in contact with.
* A powerfull [EDIT: same remark] research bonus for each trade route we have with each civ.
* A powerfull [EDIT: see above] research bonus for each independant culture one is assimilating in its own culture, this depending on several events:
This ideas could go well with the jdog5000's Revolution Mod, as in this mod, rebellions and revolutions can happen more or less oftenly what can generate research boosts.
Of course this could trigger other things among the natural apparition of backwarded continents and a possible Discovery Age into a normal Civ game, or the need to define another meaning and use of the commerce and the sliders.
AFTER THOUGHT: It is true that commerce could be seen not only as commerce, but as people interactions, in the same way of cultures interaction such as mentioned above at a more powerfull scale, the scale of each person. Therefore, it could be wise to get some research of commerce, as the interaction of different points of view. Therefore, in the system above, there could be a slight benefit from commerce into science, as for example an immuable percentage of it, as it is the case in Civ4, like 10%.
PS: Another idea could be that to be several tech trees, through which we could go by different bars, like the Civ4 science/happiness-culture ones. Because civilization could be advanced socially and technically but not scientifically.
EDIT: But if the tech tree depends on relations (mostly), what will be the use of the "commerce"?
>>> There could be another "tech" tree, but with only Civics to discover. THAT, would represent well the volunteer efforts that is a change in a given society, taking many years of developpement and a lot of ressources, unlike the real Science.
Those Civics would improve drastically the efficiency of the cities. This way, a civ could choose to ignore those Civics for a time and get more gold, to maintain a large empire, or could choose to have a much smaller empire but more efficient: this would be usefull for the civs starting on an island for example.
Additionnally, the Civics would work like the Emancipation one: additionnal unhappy heads would be added if a given civ is too much backwaeded in Civics. Or a revolution could occur, the people wanting more freedom and better Civics.
Also, the separation Elaborated Civics / Primitive Civics could be seen as the Expansive-Militaritic / Neutral-Pacifist one, so that militaristic bonuses could be attached at the Gold bar: the more taxes there are, the more the militaristic units have bonuses, like: 2% Strenght bonus per 10% taxes, a move bonus on roads per 20 or 30% percent taxes, a bonus movement point per 50% taxes, etc... this would represent the hard efforts put into militaristic politic, thus the motivation and equipement of the troops. Basically, money would serve the army, or the civics, or a certain complementary quantity of the two. Not to forget the happiness/culture bar.
For example, I'm always wondering what if Ancient Greece were to prolong its scientific golden age: could have the steam power been discovered 2000 years before?
In the same way, what the hell made that in the couple most recent centuries humankind have known such a clearing scientifically speaking? Why do we name the Renaissance and the like?
In some ways, Civ3 tried to answer to this interesting question by triggering random golden ages. But this does not tell us why do they appear. (we can agree that a wonder of the world is pretty much more the effect of a golden age rather than its cause)
So here I am in interest with the whole scientific discoveries system. That's what I want to talk about here.
Plus, I am not satisfied with the current Scientific research system of Civ4 which consist in moving a research bar as if scientific discovering were a plain volunteer AND expensive things:
* First off, one cannot really command to those things. As far as I can see it througout the History, they are pretty random and uncommanded. One can refere to this with the philosophic Platon's Cave analogy.
* Second, I don't thing scientic researches can monopolize in such a Sid Meier's Civilization way the economy of a whole country or civilization. I think that maybe for the first reason, they are never near any other financial aspect of a country or civilization: because in any way they can't be controlled. Of course this does not mean that one can't work on it: scientists exist and programs like the Manhattan Project can born, but are not near to cost as much as in the Civ series.
For those reasons, I would suggest to completely remove the Tech Bar, and suggest to manage tech discoveries differently.
I would like a much more natural and random way in the same time.
I give it without any turning: the tech pace would depend on culture contact exclusively.
It includes:
* A powerfull [EDIT: Aussie_Lurker may be right: only a moderate bonus could do it] research bonus for EACH civ we are in contact with.
* A powerfull [EDIT: same remark] research bonus for each trade route we have with each civ.
* A powerfull [EDIT: see above] research bonus for each independant culture one is assimilating in its own culture, this depending on several events:
- A conquest (conqueror): The remaining culture of the conquered civ will influence the conqueror culture and boost its research.
- A conquest (conquered): The invading culture will mix during a certain amount of time with the conquered culture and on a certain amount of land (before being possibly taken back) and boost the conquered research the time the culture would not be completely assimilated yet.
- Other (see 'culture centers' in another of my posts)
This ideas could go well with the jdog5000's Revolution Mod, as in this mod, rebellions and revolutions can happen more or less oftenly what can generate research boosts.
Of course this could trigger other things among the natural apparition of backwarded continents and a possible Discovery Age into a normal Civ game, or the need to define another meaning and use of the commerce and the sliders.
AFTER THOUGHT: It is true that commerce could be seen not only as commerce, but as people interactions, in the same way of cultures interaction such as mentioned above at a more powerfull scale, the scale of each person. Therefore, it could be wise to get some research of commerce, as the interaction of different points of view. Therefore, in the system above, there could be a slight benefit from commerce into science, as for example an immuable percentage of it, as it is the case in Civ4, like 10%.
PS: Another idea could be that to be several tech trees, through which we could go by different bars, like the Civ4 science/happiness-culture ones. Because civilization could be advanced socially and technically but not scientifically.
EDIT: But if the tech tree depends on relations (mostly), what will be the use of the "commerce"?
>>> There could be another "tech" tree, but with only Civics to discover. THAT, would represent well the volunteer efforts that is a change in a given society, taking many years of developpement and a lot of ressources, unlike the real Science.
Those Civics would improve drastically the efficiency of the cities. This way, a civ could choose to ignore those Civics for a time and get more gold, to maintain a large empire, or could choose to have a much smaller empire but more efficient: this would be usefull for the civs starting on an island for example.
Additionnally, the Civics would work like the Emancipation one: additionnal unhappy heads would be added if a given civ is too much backwaeded in Civics. Or a revolution could occur, the people wanting more freedom and better Civics.
Also, the separation Elaborated Civics / Primitive Civics could be seen as the Expansive-Militaritic / Neutral-Pacifist one, so that militaristic bonuses could be attached at the Gold bar: the more taxes there are, the more the militaristic units have bonuses, like: 2% Strenght bonus per 10% taxes, a move bonus on roads per 20 or 30% percent taxes, a bonus movement point per 50% taxes, etc... this would represent the hard efforts put into militaristic politic, thus the motivation and equipement of the troops. Basically, money would serve the army, or the civics, or a certain complementary quantity of the two. Not to forget the happiness/culture bar.