Tech Tree Discussion

Well, for Transhuman techs, I think some obvious candidates could be Commercial Spaceflight, Hypersonic Flight or Orbital Flight, Jovian Exploration or Kuiper Belt Exploration, Advanced Environmental Systems (SS Life Support), Fusion, Mass Driver, Lunar Colonisation, Shielding or Advanced Shielding, maybe Animamaterials and Magnetic Sails.
 
After some consideration, how about the following:

SS Docking Bay = Commercial Spaceflight
SS Thrusters = Controlled Plasma (or perhaps Magnetic Sails)
SS Life Support = Advanced Environmental Systems
SS Engine = Mass Driver
SS Cockpit = Interactive Glass
SS Casing = Superstrong Alloys
SS Stasis Chamber = Cryogenics (which should really be called Cryonics instead)
 
After some consideration, how about the following:

SS Docking Bay = Commercial Spaceflight
SS Thrusters = Controlled Plasma (or perhaps Magnetic Sails)
SS Life Support = Advanced Environmental Systems
SS Engine = Mass Driver
SS Cockpit = Interactive Glass
SS Casing = Superstrong Alloys
SS Stasis Chamber = Cryogenics (which should really be called Cryonics instead)

I am not familiar with the Transhuman era. Anyone got any complaints about/problems with changing them?
 
The reason I mentioned cryonics is because cryogenics is the study of materials at very low temperatures (often close to absolute zero), whereas cryonics is the preservation of life by freezing it (such as animals and humans). Both the improvements already listed for Cryogenics (Cryogenic Prison and [already] SS Life Support) are both about freezing humans, so the tech should be called Cryonics and the building changed to Cryonic Prison.
 
I am not familiar with the Transhuman era. Anyone got any complaints about/problems with changing them?

Nope!

I have yet to even sniff the TH Era in any C2C game I've played over the last 5 years. :eek:

JosEPh :)
 
I am not familiar with the Transhuman era. Anyone got any complaints about/problems with changing them?

I remember previous discussions on this and the intention apparently was always to change the 'spaceship' to an interdimensional portal of some sort. Or an intergalactic ship rather than interplanetary. The idea of having it all where it is was to support this eventual adjustment and make it an end-of-the-game at the end of the tech tree.

The arguments brought forward have lots of merit outside of anyone continuing to intend this eventual conclusion. I think, tbh, that trying to modifiy the ship to be something else to this degree would take a very deep and unusual modding effort that may extend to intense ui coding adjustments and art changes. I don't think it's all that designed for modding. So given that its unlikely this will EVER take place, I have no problem with the suggestions as made, provided they aren't re-arranging the tech tree itself which we aren't ready to do without a very deep and exhausting discussion.
 
If I was going to propose a savaging of the Galactic Era, that would be a separate mod. :)
 
On a different note, why aren't the techs themselves included in the Alt Timeline or Custom Religion modules? That is, if you disable a given religion or timeline, the governing tech still remains on the tech tree and in the Civilopedia.
 
The requirements look good to me.

But I was thinking, that if someone built the ship, he won. If the ship is delayed for some reason (maybe lack of resources) and you get techs like galactical federation and the like, it makes absolutely no sense that you win then by sending a ship to AC :D
 
On a different note, why aren't the techs themselves included in the Alt Timeline or Custom Religion modules? That is, if you disable a given religion or timeline, the governing tech still remains on the tech tree and in the Civilopedia.

They will be. That is one of the things Rwn and I have done some work on.
 
So why are some of the early bottom-row Prehistoric techs given AND pre-reqs, but no OR pre-reqs? I literally just switched AND to NONE and OR to the AND pre-reqs and the change is pretty obvious (and for the better, I think). Top image is default; bottom image is with the changes.
 

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So why are some of the early bottom-row Prehistoric techs given AND pre-reqs, but no OR pre-reqs? I literally just switched AND to NONE and OR to the AND pre-reqs and the change is pretty obvious (and for the better, I think). Top image is default; bottom image is with the changes.
It does look far better, it would be great if you could tidy up the tree further. Just don't move the techs in the X direction (unless you can argue for it).
 
So, this is the first page, after I've tried to spruce it up a bit.
 

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So Oral Tradition requires Cooperation or (and Cooperation)? That is what the link and the little box in the top right of Oral Tradition seems to be saying.
 
That's because I have the techinfos files set up in MyMods, which doesn't respect an <AndPreReqs> of NONE, if there was one previously set in the main mod. That icon would disappear if I altered the main file instead.
 
So, I've now finished fiddling with all the Prehistoric arrows. No X values were harmed in the making of these screenshots.

I did make two very slight tech changes though:

1) Drying and Boat Building both require Trap Fishing, but the line to BB went straight through Drying, so I made it stop at Drying first (Drying prereq, rather than TF).

2) Likewise, Shamanism and Ceremonial Burial both require Animism and the line to CB went straight through Shamanism, so I made it stop there first. This also means that Shamanism is no longer a dead-end tech. (Woo!)

The ArchaicTechInfos files has all the techs I altered in alphabetical order (with the few Ancient techs listed at the end). If someone could integrate the changes into the main TechInfos file, I'd appreciate it.
 

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So, I've now finished fiddling with all the Prehistoric arrows. No X values were harmed in the making of these screenshots.

I did make two very slight tech changes though:

1) Drying and Boat Building both require Trap Fishing, but the line to BB went straight through Drying, so I made it stop at Drying first (Drying prereq, rather than TF).

2) Likewise, Shamanism and Ceremonial Burial both require Animism and the line to CB went straight through Shamanism, so I made it stop there first. This also means that Shamanism is no longer a dead-end tech. (Woo!)
A decent attempt; bravo.

imo:
1 is okay.
2 is a problem.
 
Well, CB doesn't need to come from Shamanism, rather than Animism (and Bead-Making), but it does mean that the arrows to Shamanism and CB aren't overlaid on each other.
 
So, I've now finished fiddling with all the Prehistoric arrows. No X values were harmed in the making of these screenshots.

I did make two very slight tech changes though:

1) Drying and Boat Building both require Trap Fishing, but the line to BB went straight through Drying, so I made it stop at Drying first (Drying prereq, rather than TF).

2) Likewise, Shamanism and Ceremonial Burial both require Animism and the line to CB went straight through Shamanism, so I made it stop there first. This also means that Shamanism is no longer a dead-end tech. (Woo!)

The ArchaicTechInfos files has all the techs I altered in alphabetical order (with the few Ancient techs listed at the end). If someone could integrate the changes into the main TechInfos file, I'd appreciate it.

Shamanism has to be a dead end tech. Otherwise you can't have Modular Religions.

I hope to get the Tech tree part of Modular Religions done today so I will try and fit this in also.

I think I can achieve a good result but it will require one tech to have its X position changed.

edit If you also tell me exactly which SS parts need to move to which Techs, I could probably get that done also. Only the ones that need moving so as not to confuse me please.
 
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