Believe it or not, when Firaxis forked civ4 into Colonization, the civ4 style civics ended up being kept in the source code. We have them, but they aren't really used. All they currently do is setting various choices once the player declares independence.
My concept idea is to let techs, civics, traits and more use the very same code, so one tech can do what a trait does for another player and a civic does for a third player. This will provide flexibility without having to do a lot of coding once the first code is done. As such, speculating what is a tech and what is a civic is valid.
The main issue (apart from manpower to create it all) is how to fit tech unlocking into the gameplay. Right now the most tempting solution is to do what Medieval Conquest is doing: have a research profession and let the citizens create research points. This thread has partly been to see if somebody can come up with some idea, which is more engaging, but so far no post has any "wow, that's it" ideas.
Excellent. That's great that the code is there.
I think some kind of "research" profession is the best approach, or incorporate it into existing professions/buildings. Though, depending on how far we lean toward "tech" vs "social policy" would determine what form the profession takes. It looks like a standard Civ-like tech tree was
created here (is that where the potter art comes from?). As I said above, I wouldn't be terribly interested in a system where tech just unlocks higher buildings, units and improvements. The only real invention that comes to mind (I'm sure there are more that I'm not thinking of) as something that would have a substantive application for this game is the cotton gin. I came across this interesting tidbit of information about the impact of it on trade during the period:
Cotton was a comparative latecomer to the triangular trade, becoming significant only in the 1780s. Cotton exports from the United States were only 189,000 pounds in 1791 but grew by leaps and bounds to an average of about 70 million pounds for the three years prior to the outbreak of the War of 1812.
I could see a mechanism where production of cotton was sharply limited in the game until the cotton gin was invented.
But that aside, I think it would be much more fun to base it on various social movements of the time. I proposed just tacking on a different yield to statesmen, since our concept of "statesmen" is similar enough to the kind of early political/social activist I have in mind. It would save the trouble of having to create a new building and new profession. The statesmen could work just like a weaver who could make wool or cotton cloth. They could do liberty bells or "social capital" or whatever we want to call the yield. Or, since churches were the biggest source of social change at the time we could have priests create the yield in churches.
Or.... we create different yields for different branches of the social progress tree, and each could be created in different places:
Trade - The yield to invent/create these laws could be generated in markets.
Liberty - Generated in town halls
Equality - Generated in taverns
Justice - Generated in courthouses
Faith - Generated in churches
Welfare - Generated in clinics
Foreign Affairs - Generated in.... schools?
Maybe we make a universal profession that specializes in creating these social progress points, but they could be placed in any of the above buildings to generate the appropriate yield in each building. I like the idea of forcing a trade off between the building's normal uses and investing in social progress. Or if we want to be more boring about it we could just use happiness, education, culture, health, justice, crosses and liberty bells as the yields for each category the way we use different things for the founding fathers.
One idea is we could have the "techs" be laws that change society in one way or another, i.e.:
1512 - Laws of Burgos
1542 - Leyes Nuevas
1550 - Valladolid debate
1601 - Poor Law Act
1651 - Navigation Act
1767 - Suppression of the Society of Jesus
Of course, most of those are laws passed in the Old World, but we could try to find (or invent) New World examples.
We could arrange them in a Founding Father type screen, organized into different categories. Laws could be skipped, but would be nonexclusive. Could they be repealed? Maybe.
Or we just use the standard tech screen layout. My earlier thought was doing a "tree" that goes both directions:
<------ [pro-slavery3] ------- [pro-slavery2] ------- [pro-slavery1] --------- {{ start }} -------- [anti-slavery1] -------- [anti-slavery2] ------- [anti-slavery3] ----->
But if that's too difficult we could just have different paths in the tech tree that don't connect:
{{start}} ------- [pro-slavery1] ------ [pro-slavery2] ----->
{{start}} ------- [anti-slavery1] ------ [anti-slavery2] ----->