Seperate Tech Tree Lines is Possible

Snoopy

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If this is old news, ignore me and this post :)

But if not, let me know, and I will show you how its done.


Btw, what I mean is, you can make each civ have its own tech-tree line, and never see any other civ's techs.

For example, the English can be the only one who can invent railroad, and the chinese can be the only one to invent gunpowder.
 
You can make it so AI's will ignore certain tech lines, sadly you can't block player from researching any tech line they want to :rolleyes:

One workaround to this might be to make first tech of each tech line horrendously expensive and make it untradeable - and then make maximum research time extremely high also. Just remember to give the nations that should research the 'restricted' tech trees the first tech or they would get stuck getting it ;)
 
hahaha, you think I am stupid? I know of the problem you are talking about (ie, Age of Discovery), but I have FOUND a WAY to FIX that. :D
 
oh, and how do you fix that?
 
I have a scenario right now, where the zulu can only invent primitive advances that I added (agriculture, etc).

The Europeans can invent all the normal ones.

The Zulu cannot see the European techs, and the Europeans cannot see the Zulu techs. Not even the player can.
 
Could you tell us how?
 
They said this way wouldn't work out, but after this post of yours I was intrigued and ran a test and ...

Yes!

Non Era techs not required for age advancement CAN be prerequisites for later era techs not required for age advancement. In other words give non era tech to individual civs and making it prerequisite to 'restricted' tech tree works! :D

EDIT: Restricted tech tree won't even show up for civs that don't have access to it :cool: although that may cause a few headaches when assigning 'arrows' on tech advisor screen :p
 
Ok, this is really difficult for me to explain, but here goes: (I expect a lot of questions after this).



First of all, basically what we are doing is creating a null tech, that a singular civ's tech will branch from.


For this example, I will use the Germans. Now, the Germans are the only ones who can invent Word Working - at the very beginning of the game.

So, first of all, we go into the editor and into the rules and we create our "Null Tech" for the Germans.

Add a new tech, call it "GermanTechTree" - This is the null tech.

Make "GermanTechTree" have "none" for its era, and no prerequisites.

Now add another tech, call it "Wood Working"
Make Wood Working require "GermanTechTree"
and make its era "Ancient Times"

Now, go into Civilizations Tab
Go to Germany
Remove all its Free Techs (found on the top right)
Add "GermanTechTree".


============

Ok, this is the guts of it, there is more to it, (the other civs). I can't be bothered explaining the rest coz it hurts my brain.

Just ask questions if you have any, it's easier for me that way (And now CyberChrist, as he has figured it out too)
 
This is really great, because now you can create a much more realistic Earth History game, you could make each Civ have its own tech line, make the Mesoamerican's advances stop somwhere in the ancient era and the European advances can continue to grow.
 
Holy! Just ran some further tests - you can even block techs required for age advancement this way! :eek: :goodjob:
 
Genius! I will make great use of this!
 
They didn't announce it with C3C, since they did it before (there was clear annoucement that civ-specific tech trees are possible with PTW 1.27F, and they are). The problem is that it doesn't work quite well, you'll probably see. You can't make completly separate tech trees - for example, try universal worker jobs and resources have tech prerequisites.
So sure you can make chinese being the only civ inventing gunpowder, but no other civ will ever see saltpeter resource... not very good if you ask me. What about things such as Iron? It must come with universal tech, unless you want only 1 civ in the game see Iron... Then, a universal tech can't have civ-specific prerequisites...

I hoped they changed it in C3C, but no... it's still the same. You can also see DonPedro rant about it somewhere in this forum ;)
I used in my fantasy mod (in the sig) only for one tech - there is wood working tech that all non-elven faction have at the beginning, and deforestation tech that comes in 3rd era and needs wood working, so that elves don't see it and can never cut trees down. This feature works good only for small branches not whole trees :(
 
So sure you can make chinese being the only civ inventing gunpowder, but no other civ will ever see saltpeter resource...

And why couldn't two different techs reveal saltpeter?

Make a 'gunpowder 1' tech, and a 'gunpowder 2' tech. Of course, you would probably change the actual names to be more appropriate for your scenario, but 'gunpowder 1' could be available earlier in the tech tree for some civs, and then 'gunpowder 2' would be much later on in the tech tree for other civs.
 
Originally posted by Bamspeedy
And why couldn't two different techs reveal saltpeter?
Because you can only assign 1 tech to trigger each resource.

You could of course make 2 different saltpeter resources (ie. 'Saltpeter' and 'Saltpeter ') that are triggered by different techs and needed for independent units. Of course it might just be a lot easier to deny units needing saltpeter to the nations that should not have them. Which btw would also allow them to trade their excess saltpeter in their territories with those that do need it.
 
@Bamspeedy
As CyberChrist pointed out, one resource can only have one tech prerequisite.

Two saltpeter resources... well keep in mind that you will rather need more than two... and more than just a saltpeter... there are all kinds of resources and you won't fit them on the map, if each has a "copy".. or several copies.
Also funny situations can happen ie. there is a small country next to you - it has access to saltpeter, so it produces muskets. Say, you don't have saltpeter but can conquer your neighbor... but you don't get the resource since it's the "other one" you don't see ;) How "strategic" this resource is then?
OR - you have 2 saltpeter resources, but can't trade it to your friend, since he needs the "other one"... he could give you coal in return, but it's the other coal...

Then, the worker actions... you can't even double them... good luck ;)

I've spent some time testing this feature and it really turned out disappointing, though it has some uses of course. Others had the same impression (in Creation&Customization forum) - we expected some improvement on this matter with C3C... of course nothing changed.
 
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