Tech Tree Discussion

Looks way better! great job! :goodjob:

@ls612

Please add these along with Parliaments and Counterculture (yes I want this added). Thanks! :goodjob:

Ok, I'll do those tomorrow. However, I'd like to figure out a better name for Counterculture. I'll think on that.
 
Ok, I'll do those tomorrow. However, I'd like to figure out a better name for Counterculture. I'll think on that.

What kind of word are you looking for? Maybe I can find something else that will work.
 
Here are the numbers for Epic, Eternity, and Snail. To get the numbers for marathon, multiply all of the Snail numbers by 0.6, and you will have the approximate number of turns for that speed.

Thanks. I'm going to be benchmarking based on NORMAL speed, and the factor there is 0.1444. I think I'm just going to try the Classical Era for the moment.
 
Thanks. I'm going to be benchmarking based on NORMAL speed, and the factor there is 0.1444. I think I'm just going to try the Classical Era for the moment.

Don't do that, Normal has not been adjusted for the new gamespeeds, it is a bad benchmark. I used Snail as a benchmark for my testing, so you should use that for benchmarking.
 
Three things need to be done o finalise the conversion of to the stand alone religion techs.

1) Some religions are optional so their techs should only show up if the religion is in game.

2) Every one needs to be not Tradable. In my test game the AI paid me for Druidism which is just not right.

3) The Egyptian Myth found button is still missing. Hydro ointed out to me where this is.

I'll fix all these today. Unless someone complains about #2.
 
I agree with DH. So yeah thanks for all your guys great job with the techs and all the mess that came with putting in the new religious techs. Note that Resurrection, Karma, Reincarnation and Scriptures should still be trade-able and not optional.

I would like to still make them lead to non-religious techs. Maybe Vokarya can work his magic and find a solution to some of them being dead end when the religion specific techs are turned off.
 
Three things need to be done o finalise the conversion of to the stand alone religion techs.

1) Some religions are optional so their techs should only show up if the religion is in game.

2) Every one needs to be not Tradable. In my test game the AI paid me for Druidism which is just not right.

3) The Egyptian Myth found button is still missing. Hydro ointed out to me where this is.

I'll fix all these today. Unless someone complains about #2.

What is the point of #2? Once you have founded the religion, it doesn't matter if it is traded, it won't be founded again.
 
Don't do that, Normal has not been adjusted for the new gamespeeds, it is a bad benchmark. I used Snail as a benchmark for my testing, so you should use that for benchmarking.

Really? OK. Using Normal would make it easier to port the numbers directly from the XML, but it's not critical.
 
What is the point of #2? Once you have founded the religion, it doesn't matter if it is traded, it won't be founded again.

Agreed. That just sounds like an AI bug, paying you for something of no value. Pleases pose a save game where the AI is prepared t make this trade so I can debug it.
 
Don't do that, Normal has not been adjusted for the new gamespeeds, it is a bad benchmark. I used Snail as a benchmark for my testing, so you should use that for benchmarking.

Actually, can you explain exactly how research costs are calculated from the XML? I started two games on Noble Difficulty and Snail speed. On a Duel map, I got 72 beakers for Nomadic Lifestyle; on a Standard map, I got 75. The base cost is 5. I want to know how the game is going to calculate for a final cost so I can go backwards and recalculate what the base cost should be.
 
Really? OK. Using Normal would make it easier to port the numbers directly from the XML, but it's not critical.

It sounds like you are trying to do what I did when I adjusted the Eras and moved the start date a while ago. I've already determined optimal tech cost modifiers for eras. You really don't want to do all of the math that goes with that.
 
It sounds like you are trying to do what I did when I adjusted the Eras and moved the start date a while ago. I've already determined optimal tech cost modifiers for eras. You really don't want to do all of the math that goes with that.

OK. I think I'm overcomplicating things again. I sometimes do that when I haven't figured out exactly what question I'm trying to ask.
 
Three things need to be done o finalise the conversion of to the stand alone religion techs.

1) Some religions are optional so their techs should only show up if the religion is in game.

Well that doesn't work. The techs are defined/read before the modular religions so none of the extra religions are defined so the techs are ignored causing XML errors in the religions because the techs are not there.:crazyeye:
 
Could those technologies be made modular so that they are read in after the extra religions, or if it works set to be added in each of the religions modular folder so that if for instance Asatru was set to not load then the Asatru technology would also not be loaded?

Cheers
 
Could those technologies be made modular so that they are read in after the extra religions, or if it works set to be added in each of the religions modular folder so that if for instance Asatru was set to not load then the Asatru technology would also not be loaded?

Cheers

Oh yes that would work. The whole tech would need to move to the religion folder. The only problem is a maintenance one, if they are all in the one file it is easier to look after them and their place on the tech tree, at least that is what I am told.
 
I agree with DH. So yeah thanks for all your guys great job with the techs and all the mess that came with putting in the new religious techs. Note that Resurrection, Karma, Reincarnation and Scriptures should still be trade-able and not optional.

I would like to still make them lead to non-religious techs. Maybe Vokarya can work his magic and find a solution to some of them being dead end when the religion specific techs are turned off.

Scriptures is fine right now because it is required for Meditation. Karma will be fine if we can solve Reincarnation, since Karma is required for Reincarnation. As I said, the first place I can find that would work for either tech is Theology, but I can't seem to see anywhere on the tech tree that would require specifically one of them or both without it being an OR prerequisite (Reincarnation OR Resurrection).
 
Scriptures is fine right now because it is required for Meditation. Karma will be fine if we can solve Reincarnation, since Karma is required for Reincarnation. As I said, the first place I can find that would work for either tech is Theology, but I can't seem to see anywhere on the tech tree that would require specifically one of them or both without it being an OR prerequisite (Reincarnation OR Resurrection).

OR is fine IMO since having both reduces the cost of the one they both go to.

All these techs need some buildings or something. Scriptures could enable "holy books" if you have writing for example. I don't know if we can increase the chance of success for missionaries if built in a city with their "holy book".
 
OR is fine IMO since having both reduces the cost of the one they both go to.

All these techs need some buildings or something. Scriptures could enable "holy books" if you have writing for example. I don't know if we can increase the chance of success for missionaries if built in a city with their "holy book".

The problem with a technology only being required as OR prerequisites means that you can theoretically skip the tech if you research all the other OR's. Remember why I asked to change Banking? You could skip Usury forever because the only place it was required was an OR tech for Banking. We need to have at least one AND for Reincarnation and Resurrection for them to be completely woven into the tree.

I suggested a Scriptorum building for Scriptures tech. It could give a small bonus to Science and Culture, but you would need a State Religion present in the city.
 
Scriptures is fine right now because it is required for Meditation. Karma will be fine if we can solve Reincarnation, since Karma is required for Reincarnation. As I said, the first place I can find that would work for either tech is Theology, but I can't seem to see anywhere on the tech tree that would require specifically one of them or both without it being an OR prerequisite (Reincarnation OR Resurrection).

Hmm what this ?

Meritocracy
Req Tech: Literature AND Reincarnation AND (Code of Laws OR Democracy)

Philosophy
Req Tech: Meritocracy AND Mathematics AND Resurrection
 
Hmm what this ?

Meritocracy
Req Tech: Literature AND Reincarnation AND (Code of Laws OR Democracy)

Philosophy
Req Tech: Meritocracy AND Mathematics AND Resurrection

I can go with the first one (Reincarnation -> Meritocracy), but I don't think the Greeks were very big on an afterlife. I was thinking about it some more, and I think this is ideal:

Fundamentalism
Req Techs: Theology AND Resurrection

The idea here is that the idea of a glorious resurrection pushes people into fearlessness in holy war. (I still think Holy War is a better name than Fundamentalism, as Fundamentalism is a 20th-century concept. But that's a separate discussion.) Would this work?
 
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