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RFC:I New Tech Tree Discussion Thread

Discussion in 'Rhye's and Fall Modmods' started by kairob, Aug 29, 2009.

  1. kairob

    kairob Biohazard

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    I thought I would move discussion of Techs, Buildings and Units here insead of the Civ discussion thread.
     
  2. JiimBV

    JiimBV Afro Samurai

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    Location:
    Canada
    Some extra early gun techs.. with extra units. And thanks Kairob! :D

    Uniform:
    Requires Nationalism
    Leads to Military Tradition
    Leads to Basic Rifling

    +1 :) per unit garrisoned in a city
    OR
    +1 promotion for every new unit

    Gunpowder: Replaces Gunpowder :)lol:)
    Requires Education
    Leads to Fireworks

    Reveals:
    Sulphur

    Allows:
    Sulphur

    AND

    Fireworks:
    Requires Gunpowder

    +1 :) with Sulphur

    Fireworks Station/Hut:
    We Love the Despot/President/etc. Days provide 1 imaginary population point, which causes no extra :mad: or :yuck:, but allows to work one more plot or specialist
    We Love the Despot/President/etc. Days occur more often
    +1 :)
    Requires Sulphur

    AND

    Basic Muskets:
    Requires Gunpowder
    Requires Guilds
    Leads to Advanced Muskets

    Can build:

    Early Musketman:
    8 :strength
    1 :move:
    Requires Sulphur

    AND

    Advanced Muskets:
    Requires Early Muskets
    Requires Engineering
    Leads to Chemistry

    Can build:

    Wallman:
    10 :strength:
    1 :move:
    +50% city defense
    OR
    +25% city defense
    Cannot attack
    Requires Sulphur

    Later Musketman:
    10 :strength:
    1 :move:
    Requires Sulphur

    AND

    Basic Rifling:

    Requires Replaceable Parts
    Requires Advanced Muskets
    Requires Uniform
    Leads to Advanced Rifling

    Can build:

    Early Rifleman:
    12 :strength:
    1 :move:
    +25% vs. Muskets

    Obsoletes:
    Walls
    Temple of Kulkuklan

    AND

    Advanced Rifling:
    Requires Basic Rifling
    Leads to Artillery

    Can build:

    Later Rifleman:
    14 :strength:
    1 :move:
    +25% vs. Muskets
    +25% vs. Mounted Units
     
  3. kairob

    kairob Biohazard

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    I do not like the idea of a saltpeter resource, neither do I like the idea of Basic and Advanced Techs. How about Arqubus, Muskets, Rifling, Flitlock instead?
     
  4. JiimBV

    JiimBV Afro Samurai

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    Oh, OK. :sad: Err.. why not, might I ask?
     
  5. kairob

    kairob Biohazard

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    Saltpeter makes little sence as a resource to me, as far as I know it is made not found, not only that but made using very common ingredients.
     
  6. merijn_v1

    merijn_v1 Black Belt

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    Location:
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    So instead of saltpeter we could use sulphur.
     
  7. Mekajiki

    Mekajiki Warlord

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    Yeah, Sulphur is the common "gunpowder" resource it seems. It makes more sense than Saltpeter I think.
     
  8. Steb

    Steb King

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    Is it planned to add new resources? The map is already done, so putting sulphur or anything else in would require to rework it. Not necessarily a bad thing, but it means more work and rebalancing some areas. Personnally I think we don't need it.
     
  9. JiimBV

    JiimBV Afro Samurai

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    Ohhh OK. Yeah, I'm not sure about sulphur, OR saltpeter, for that matter. But I did change it all to sulphur, for now.
     
  10. youtien

    youtien Lyricist

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    Add Alchemy to reveal sulphur and allow gunpowder and chemistry. China starts with it.


    China & Japan shall start with:

    Porcelain working

    allows porcelain workshop(national wonder) that provides porcelain(luxury resource)

    Porcelain workshop
    400 hammers
    Provides 3 porcelain
    +4 gold for each foreign trade routes
     
  11. merijn_v1

    merijn_v1 Black Belt

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    IMO this is too strong. Just the 3 porcelain is good.
     
  12. Steb

    Steb King

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    The tech tree will probably have to be divided into different eras. I spent some thought on the matter and came up with the following approximation. It might be too Europe-centred though. I don't know much about East Asian history (Ming and Qing and stuff).

    Most of the stuff here is quite obvious but I may edit when I think of anything to add.

    Dates and events are indicative only.

    Age of Discovery
    Dates: ~1450-1600
    Events: European explorers set out, discovery of America, Inca and Aztec conquests, beginning of colonization, European Renaissance, spreading of the Printing Press, the Reformation, fall of Constantinople and rise of the Ottomans, etc.
    Techs (units/buildings/civics): optics, gunpowder, printing press, caravel, compass, maps, astronomy, mercantilism, Renaissance art

    Colonial Age
    Dates: ~1600-1750/1800
    Events: European expansion around the world, intensive colonization of the Americas, first struggles for independance (USA), the Enlightenment, the Glorious Revolution, the end of the Ming dynasty, unification of Japan
    Techs: more advanced gun stuff, colonies, galleons and other big wooden ships, nationalism, liberalism, constitution and democracy, secular state, early physics (Newton), calculus, baroque, classical music

    Industrial Age
    Dates: ~1750/1800-1900
    Events: industrial revolution, rise of capitalism, big European overseas empires, independance of many colonial states, scramble for Africa, development of modern science, Napoleonic wars, unification of Italy and Germany
    Techs: steam power, steamships (make them better!), railroads, oil, automobile, engineering, physics, chemistry, biology, electricity, radio, Eiffel Tower, medicine, steel, romantism

    Machine Age
    (This one is there to separate the Industrial Age and the late 20th century. According to Wikipedia the 1900-1950 period is called Machine Age. I'm not sure if it fits though.)
    Dates: 1900-1950
    Events: the apex of the colonial empires, colonial tensions between the Europeans, WWI and II, the Great Depression, rise and fall of fascism, birth of the USSR, end of the colonial empires, Chinese civil war, independance of India and other colonies, atomic bomb, League of Nations, United Nations
    Techs: communism, fascism, tanks, modern guns, aviation, unions, taylorism, interventionism, fission, quantum physics, television, art deco, cinema, rockets

    Information Age
    (Other candidates for the second half of the 20th century were the Atomic and the Space Age, but I left them out because they're too specific. "Information Age" wasn't really used before the 1980, but computers are older than that.)
    Dates: 1950-
    Events: decolonization (last colonies become fully independant), oil crises, rise of environmentalism, globalization, establishment of the People's Republic of China, fall of the USSR, cold war, development of computers and Internet, rise of Islamic fanatism
    Techs: mass media, computers, networks, Internet, satellites, space exploration, neo-liberalism, fair trade, ecology, rock music
     
  13. kairob

    kairob Biohazard

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    Some very good ideas here thankyou. :) If its OK with everyone else I am probably going to base the tech tree of your post. :)
     
  14. Steb

    Steb King

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    Thanks! I've added a few more details, nothing very important.
     
  15. Mekajiki

    Mekajiki Warlord

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    I like it.
     
  16. ZachScape

    ZachScape King

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    I think techs would be easier to decide on once we get units and building figured out. I'll start to compile something.
     
  17. Mekajiki

    Mekajiki Warlord

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    Units are going to be the most important, buildings will likely be similar to vanilla or RFC:E I think.
     
  18. ZachScape

    ZachScape King

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    I absolutely agree.
     
  19. Panopticon

    Panopticon Utilitarian

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    Shall I provide a tech tree based on the post-medieval period in standard BTS and augmented with extra techs to compensate for the head start? It seems like the best way to go about this - to argue about additions to and subtractions from a working model - rather than to design it by committee from first principles.
     
  20. fireclaw722

    fireclaw722 Imperial Guard

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    For units, I want to add:

    Heavy Cuirassers:
    -[Requires Muskets], Iron, and Horse, Sulpher/Saltpeter
    -4:move:
    -5-20:strength:(I want it to be somewhat powerful due to thier Heavy Armour)
    -150:hammers:(expensive due to heavy armour)
    -10% withdrawl chance
    -Upgrades to Heavy Cavalry

    Light Cuirassers
    -[Muskets], Iron, and Horse, Sulpher/Saltpeter
    -6
    -4-15(less strength due to, obviously, lesser armour)
    -140
    -50%(maybe less)
    -Upgrades to Light Cavalry

    Heavy Cavalry
    -[Rifles/Rifling], Horse, Fur/Cow(The Leathers), and Iron(Helmets or Breastplates), Sulpher/Saltpeter
    -5
    -7-30
    -180
    -10%
    -Upgrades to ___________

    Light Cavalry
    -[Rifles/Rifling], Horse, Fur/Cow(The Leathers), Sulpher/Saltpeter
    -6
    -6-25
    -175
    -50%
    -Upgrades to ___________

    Biplane Fighter
    -[Biplanes], [Fighters], Oil
    -50% Interception chance
    -10 air strength

    Fighter
    -[Single Wing Planes], [Fighters], Oil
    -60%
    -20

    Jet Fighter
    -[Jets/Rocketry], [Fighters], Oil
    -70%
    -30

    Stealth Fighter
    -[Stealth], [Fighters], Oil
    -90%
    -40

    Biplane Bomber
    -[Biplanes], [Bombers], Oil
    -0%(not even allowed to)
    -15

    Bomber
    -[Single Wing Planes], [Bombers], Oil
    -0%(not even allowed to)
    -25

    Jet Bomber
    -[Jets/Rocetry], [Bombers], Oil
    -0%(not even allowed to)
    -35

    Stealth Bomber
    -[Stealth], [Bombers],
    -0%(not even allowed to)
    -40
     

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