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tech ideas

Discussion in 'Civ4 - Caveman 2 Cosmos' started by anunknownman, Apr 1, 2012.

  1. anunknownman

    anunknownman Chieftain

    Joined:
    Mar 31, 2012
    Messages:
    181
    Location:
    outer space
    hello everyone, i have recently signed up to the forum!!!

    i have been a huge fan of your mod and i hope u will work on it for many years to come.

    i wish to help u with the mod so i made a list of sevral techs i think would add alot to the game

    (btw,English isn't my native language so sorry if there are any grammer mistakes :p)

    pre history era:

    Rivalry
    Respect
    Friendship
    Hauling
    Crafting
    Battering Ram
    Planting
    Crime
    Combat Nets
    Communication
    Outposts
    Poison
    Singlaing
    Tombs
    Innoculation
    medicine
    wood burning
    Peat Extraction
    migration
    clothing
    bulding matirials
    exploration
    kinship
    law
    education
    knowladge
    wisdom
    leadership
    elders
    way of life
    social norms
    orginization
    assembly
    buisiness
    competition
    symbolism
    commodeties
    consecps
    ideas
    notions
    values
    moralety(i dont know how to write it :blush:)
    ethinc music
    ethic art
    hats
    fur coats
    ferries
    campfires
    Adze
    Animal Fat Oil
    Animal Herding
    Backpack
    Family
    Politics
    Bow and Arrow
    Bow Drill
    Bowl
    Bracers
    Burial Mound
    Burial Ground
    Ceramics
    Ceremonial Burial
    Chisel
    Club
    Communal Dwelling
    Coracle
    Crutches
    Cuirass
    Cultivation
    Dog Sled
    Drinking Horn
    Drum
    Dugout Canoe
    Earth Fired Pottery
    Family Dwelling
    Fence
    Fire
    Fire-starting Bow
    Fish Hooks
    Fish Trap
    Fishing Nets
    Fishing Pole
    Flint Working
    Food Preservation
    Funerary Customs
    Furniture
    Gauntlets
    Grave
    Greaves
    Hammer
    Harpoon
    Hearthstone
    Helmet
    Hide
    Horn Signal
    Javelin
    Jewelry
    Kiln
    Kiln Fired Pottery
    Knife
    Ladle
    Lever
    Mallet
    Mast
    Mortar & Pestle
    Mud Brick
    Needles
    Oars
    Paddle
    Paint
    Pan Pipes
    Pauldrons
    Permanent Settlements
    Pick
    Pick Axe
    Pins
    Pottery
    Pulley
    Raft
    Rattle
    Reed Boat
    Reed Brick
    Reed Raft
    Rope
    Rotary Drill
    Sail
    Saw
    Settling
    Shield
    Sinew
    Skin Clothing
    Skis
    Sled
    Sledge
    Snowshoes
    Spindle
    Spinning
    Spoon
    Stone Brick
    Stone Lamp
    Sun-dried Brick
    Tent
    Territory
    Torch
    Traps
    Trepanation
    Trident
    Urbanization

    more prehistoric techs:
    roof making
    signal fires
    annaouncment making
    arrowheads
    hoes
    Stone Grinding Tools
    Edged Stone Tools
    bridge building
    camoflauge
    celabration
    milestones
    entertainment
    Paleolithic diet
    stews
    law enforcement
    comedy
    jokes
    gift giving
    leisure
    secrecy
    traditions
    superstitions
    saw drilling
    stafs
    hooks
    drumsticks
    rakes
    spades
    mallet
    engraving
    buckets
    brooms
    sharpening
    brick yards
    braiding

    thats it for prehistory next is the ancient age....




    thats it for now but more coming!!!:D
     
  2. DRJ

    DRJ Hedonist

    Joined:
    Dec 1, 2005
    Messages:
    1,514
    Location:
    Hamburg, Germany
    Some of your tech proposals are already existing as buildings...

    I was just brainstorming and given the list you presented plus the techs we already have for prehistoric (pre-sedentary) there might be a way to rework the whole [settlement + city buildings =||= tech]
    I pictured, that when the Nomad Start is implemented, perhaps the techs you get during the prehistoric era could be granting the bonus the city buildings now give- so instead of building a building you have to build the tech (a once researched tech then gives the commerce, gold or food/production per turn which the building would give now).
    So your initial tribe/nomad could move around, collect :food: and :hammers:, but he wouldn't have :gold: or :science: yet. Every prehistoric "tech" (where the tech bar is now on top of screen) would have progress with :food: and :hammers: - so if you have let's say a surplus of 100 :food: and 100 :hammers: you get the tech, for example Painting. Some techs would need additional bonuses like Dye for painting. Your Nomad Camp would move on the Dye for the time researching Painting. Gatherers and Trackers would roam around the camp to collect/hunt the 100 :food: /100 :hammers: Nomad camps could also grow, either by goodie hut (steal women), tech (camp gets +1 pop) or growing instead of teching with the :food: / :hammers: surplus it provides per turn.
    ---> idea: when your inital Nomad Tribe grows, it doesn't but rather pops out a gatherer. Once you find sedentary lifestyle all gatherers can move into cities and make them grow 1 pop each.

    At some point (maybe cultural identity) the techs don't require only :food: and :hammers: but also :science:

    Maybe a science beaker (like from storytellers hut now and then by the tech that would grant it) could count doube in relation to the early :food: / :hammers: for tech, making it worthy to have some early beakers still.

    Together with the weather system (wind, rainfall, currents, steppe fires, terrain shifting ice ages), this nomad start will be like a new game. Maybe we should even move the start to 1 Mio BC, like Koshling suggested^^ --->with the twist that he provides us with the autoendturn mechanisms which he said he would invent that would be needed to play large sums of turns without always having to press enter when nothing is to be done at eternity speed.

    I will hunt you with this quote, Koshling^^
     
  3. anunknownman

    anunknownman Chieftain

    Joined:
    Mar 31, 2012
    Messages:
    181
    Location:
    outer space
    i actually think it's a fantastic idea!! when will we see it implemented??

    should i still list techs? i have quite a few and i hope you might use them.
     
  4. DRJ

    DRJ Hedonist

    Joined:
    Dec 1, 2005
    Messages:
    1,514
    Location:
    Hamburg, Germany
    Sure, keep it coming, the more the better - but that doesn't mean it will be used or if it's used that will be anytime soon. The coders have a huge mountain of work and to hope they implement it asap or at any other given time is a mere dream.

    However, you can help to set it on the agenda by working out concepts like the one I tried above, to find ways how to implement it more or less easy and balanced. This way the chance it will be implemented faster
    - in synergy with other new features - will be substentially higher.
    Plus during that process you will improve your english as well.
     
  5. strategyonly

    strategyonly C2C Supreme Commander

    Joined:
    Mar 13, 2006
    Messages:
    19,785
    Gender:
    Male
    Location:
    MN
    If you do, Pls use the spoiler
    Spoiler :
    Spoiler
    as such to put your list in thx.


    btw Welcome to CFC, and for trying this Great mod.
     

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