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RFC:I New Tech Tree Discussion Thread

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
 
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?
 
Oh, OK. :sad: Err.. why not, might I ask?
 
Yeah, Sulphur is the common "gunpowder" resource it seems. It makes more sense than Saltpeter I think.
 
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.
 
Ohhh OK. Yeah, I'm not sure about sulphur, OR saltpeter, for that matter. But I did change it all to sulphur, for now.
 
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
 
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
 
Thanks! I've added a few more details, nothing very important.
 
I think techs would be easier to decide on once we get units and building figured out. I'll start to compile something.
 
Units are going to be the most important, buildings will likely be similar to vanilla or RFC:E I think.
 
I absolutely agree.
 
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.
 
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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