Tech Tree Discussion

  • Prehistoric-Ancient is fine because Sedentary Lifestyle requires technologies from almost the very end of the Prehistoric Era.
  • Ancient-Classical has some issues with the technologies that come directly off of Writing.
  • Classical-Medieval is what I already wrote up.
  • Medieval-Renaissance is fine because EVERYTHING goes through Education, which is pretty close to the end of the Medieval.
  • Renaissance-Industrial needs to have Steam Power moved up just a little. (I can write this up if you are interested).
  • Industrial-Modern has some slight issues with with the Modern Era techs that come off Electronics.
  • Modern-Transhuman is fine due to a reliance on Cloud Computing/Knowledge Management for most of the prerequsities for the Transhuman Era.
  • Transhuman-Galactic has a small short-circuit with the technologies that come directly off Nanoelectronics, but there has not yet been much done with the Galactic Era and that can wait for the revamp.

  • Prehistoric: No disagreement here.
  • Ancient: This era does have problems, but I had an idea about that. We should make the Classical Era run through Iron Working and Democracy, and maybe one more tech. It would require a little rewriting of the tech paths, but should be a nice solution.
  • Classical: Again, Classical should go to Medieval through two techs, Feudalism and Theology, the two concepts that characterized the Middle ages.
  • Medieval: Should end with Gunpowder, in addition to Education
  • Rennaisance: Sure, write that up, steam power does really mark the start of the industrial Era
  • Industrial: I don't think the industrial to modern jump is too bad, but if you think otherwise please elaborate
  • Modern: Fine by me
  • Transhuman: I'm not going into this too much, as the TH era is under constant change atm

@SO: I could help MrAzure with the tech tree for the time being, I understand all of the code involved, and have plenty of time to add this to my workload. I'll PM him about it.
 
@SO: I could help MrAzure with the tech tree for the time being, I understand all of the code involved, and have plenty of time to add this to my workload. I'll PM him about it.

Sounds ok to me, as long as everyone is on the same page!!:deal:
 
Spoiler :
Sounds ok to me, as long as everyone is on the same page!!:deal:

Ls612 sent me a PM and I agree with him.
This is what I suggest.

1. Ls612 = Prehistoric-Modern Era Techs
MrAzure =Transhuman Era and beyond.

2. We share \Assets\XML\Technologies\CIV4TechInfos.xml and only edit techs already there, NOT ADD.

3. LS612 creates \Assets\Modules\LTechs\CIV4TechInfos.xml
MrAzure creates \Assets\Modules\ATechs\CIV4TechInfos.xml

4. Ls612 adds/edits Prehistoric-Modern Techs inside LTechs ONLY!
MrAzure adds/edits new Transhuman Era and up techs inside ATechs ONLY!


5. Hydromancerx approves all tech changes before they are added in the game.
Ls612 agrees to post Techs he is going to edit/add in the Tech Tree Discussion thread for review before doing the XML.

MrAzure agrees to post techs he is going to edit/add in the Transhuman Era/Galactic Era Thread for review before doing the XML.



6. If need MrAzure can provide Buttons for Ls612

7. These are the current and approved changes to Prehistoric-Modern Eras

 
@MrAzure:

Let's not do techs modular, it would make things horribly complicated. The current system of discussing stuff on the forums works fine, we don't need all of this new stuff. Often the details of process will work themselves out, and I don't want to have a six-step process for every minor change. I think that the Tech Tree discussion thread should do for Prehistoric-Modern techs, and the TH and Galactic Era specific threads will be enough for discussion of future techs.

I can make buttons for myself now, so that should not be an issue.
 
So do u want to share the Civ4Techs.xml?
 
I dont think there will be any conflicts in sharing Assets\XML\Technologies\Civ4TechInfos.xml at all, since we are going to be working with way different techs that will not be in conflict with each other lol.

So i agree with you editing/adding Prehistoric-Modern and I Transhuman and beyond. Remember Hydromancerx is our higher up.

I agree. =)
 
@ Ls612

Vokarya said:
Please remove Food Preservation from Microbiology
Please remove Food Preservation as a prerequisite for the Microbiology tech. Microbiology is a Renaissance technology, and Food Preservation is Industrial. We want Microbiology to be the work of the late 17th-century, before the Industrial Revolution starts. Technologies should not go back an era.

These are the current and approved changes to Prehistoric-Modern Eras

 
I have no problem with ls612 coming in to help MrAzure out with the tech tree. However there are 3 things that you guys have to work out ...

1. Make sure you guys don't undo each others work when updating.

2. ls612 still will work on adding units.

3. Ideas are still posted in this thread and are discussed with the community as well as eventually given the "OK" by me (it makes sure things are at least doubled checked).

On a side note I also like to have Vokarya as another set of eyes in the reviewing process since he typically finds things I miss and is great as co-creating and brainstorming techs.
 
1. Make sure you guys don't undo each others work when updating.

2. ls612 still will work on adding units.

3. Ideas are still posted in this thread and are discussed with the community as well as eventually given the "OK" by me (it makes sure things are at least doubled checked).

On a side note I also like to have Vokarya as another set of eyes in the reviewing process since he typically finds things I miss and is great as co-creating and brainstorming techs.

I agree 100% with Hydro here.
 
I have no problem with ls612 coming in to help MrAzure out with the tech tree. However there are 3 things that you guys have to work out ...

1. Make sure you guys don't undo reach others work when updating.

2. ls612 still will work on adding units.

3. Ideas are still posted in this thread and are discussed with the community as well as eventually given the "OK" by me (it makes sure things are at least doubled checked).

On a side note I also like to have Vokarya as another set of eyes in the reviewing process since he typically finds things I miss and is great as co-creating and brainstorming techs.

1. The SVN client (tortoise) has had a feature that prevents you from overwriting someone else's changes. It will automatically make you update and merge changes, so that won't be an issue.

2. I still have plenty of time for units, as well as planning unit balance for the future, which is currently still somewhat of a mess. Don't worry about that.

3. Fine by me.

4. Vokarya is often the one who is actually suggesting the tech changes, he probably understands the tech tree better than most everyone else. I always like his input, even when I disagree with it (for instance, on tech naming).
 
So from what I'm reading I'm gathering this:
1. MrAzure doesn't want to do the techtree changes for founding religions.
2. ls612 will be doing them, maybe
3. They won't be included until after V24 is released.
4. They won't be Dead End techs either

Questions: will they make it into the mod before or after v25?
Will they make it into the Mod at all?
And if they do, will they resemble anything close to what was outlined and posted by Hydro after my initial offering?

JosEPh :huh: :twitch: :dunno:
 
So from what I'm reading I'm gathering this:
1. MrAzure doesn't want to do the techtree changes for founding religions.
2. ls612 will be doing them, maybe
3. They won't be included until after V24 is released.
4. They won't be Dead End techs either

Questions: will they make it into the mod before or after v25?
Will they make it into the Mod at all?
And if they do, will they resemble anything close to what was outlined and posted by Hydro after my initial offering?

JosEPh :huh: :twitch: :dunno:

1. Well he wants to focus on the later eras, so indirectly yes.
2. Yes, hopefully.
3. Yep. Sounds like it.
4. Most will be dead end techs, however some like Judaism will not.

5. I would hope they get into v25. Not sure what would prevent that from happening.
6. They will make it into the mod.
7. I strongly hope so. There were only a few minor changes that helped improve it, but keeps the overall core idea.

8. Hang in there buddy. This is a big change and effect a lot of things in the mod. MrAzure was already working on tech buttons for them and most looked pretty good.
 
Thank you for the reply and updates.

JosEPh :)
 
So from what I'm reading I'm gathering this:
1. MrAzure doesn't want to do the techtree changes for founding religions.
2. ls612 will be doing them, maybe
3. They won't be included until after V24 is released.
4. They won't be Dead End techs either

Questions: will they make it into the mod before or after v25?
Will they make it into the Mod at all?
And if they do, will they resemble anything close to what was outlined and posted by Hydro after my initial offering?

JosEPh :huh: :twitch: :dunno:

1. Correct
2. Yes, I'll do them once V24 is out
3. See above
4. Most will, I'd prefer they all are, but some need to lead to things to avoid complications.
 
OK, here's the writeup of the transition from Renaissance to Industrial. There are three techs that can kick off the Industrial Era:

  • Military Science
  • Photography
  • Steam Power

These are the three techs that get my Industrial-1 designation.

This is the list of technologies that make up the Renaissance-6 level (behind the spoiler box):
Spoiler :
  • Archeology
  • Battlefield Medicine
  • Botany
  • Constitution
  • Enlightenment
  • Grand War
  • Military Tradition
  • Replaceable Parts
  • Wildlife Conservation
  • Zoology
However, Renaissance goes two levels farther. This is Renaissance-7.
Spoiler :

  • Bicycles
  • Corporation
  • Imperialism
  • Marine Biology
  • Microbiology
  • Mine Warfare
  • Paleontology
  • Representative Democracy
  • Rifling
Renaissance-8 is very short, with only three techs.
Spoiler :
  • Emancipation
  • Patent Rights
  • Stock Brokering

Photography is not the problem tech here, because it requires Patent Rights (Renaissance-8).

However, Steam Power only requires Replaceable Parts (Renaissance-6) and Scientific Method (Renaissance-4). Part of the problem here is that Scientific Method has gone backwards compared to BTS. In BTS, Scientific Method is one of the first Industrial techs, and we have put it in the middle of the Renaissance. Historically, the scientific method really takes off in the late 1600's, which is definitely Renaissance.

Military Science has an equal problem, as its prerequisites are Grand War (Renaissance-6), Military Tradition (Renaissance-6), Scientific Method (Renaissance-4), and Team Sports (Renaissance-3). I'm not completely sure what to add here. Rifling would only push Military Science up a little; Steel might push it too far.

The change I would definitely suggest is:

Steam Power
Req Techs: Replaceable Parts AND Scientific Method AND Patent Rights
 
The change I would definitely suggest is:

Steam Power
Req Techs: Replaceable Parts AND Scientific Method AND Patent Rights

This seems like a reasonable chnage. I approve.

We also may want to go over other possible new techs for Ancient to Modern Eras. I know there will be a lot filling up with the new religion techs but I think the longer you can stay in an era the better so you get the entire experience.

Also as we have been filling in the gaps the transitions have become much smoother rather than sudden jolts from one tech to another.
 
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