Tech Tree Discussion

It depends on what you want to achieve. Mustard gas kills, while tear gas would allow you to make more war prisoners. It is a bit late for slavery though, but if you choose to still run it... Also I can see an UN act that bans mustard gas.
 
So I was looking through the TTT- In the Trenches mod today. And they had soem interesting techs. Note their mod only focuses on WWI so its a very short tree. Here are all the techs they had ...

- Tear Gas
- Armored Vehicles
- Field Telephone
- Chemical Warfare
- Steel Helmet
- Cryptography
- Aerial Combat
- Flame Thrower
- Chlorine Gas
- Tracer Bullets
- Mining (As In Explosive Mines)
- Depth Charges
- Tactical Bombing
- Interrupter Gear
- Mustard Gas
- Indirect Fire
- The Tank
- Hydrophones
- Air Traffic Control
- Counter Battery
- Rotating Turret

Soem of those seem interesting. If not as a tech i like the idea of tear Gas, Chlorine Gas and Mustard Gas being used. Hydrophones and Tracer Bullets seem interesting as well.

the down side is that era on the tree is a bit cramped. So I am not sure how much WWI stuff we could fit in if we choose to use any of this.
A lot of those are cool as hell... will have to evaluate closer tomorrow. Obviously, manifesting the full vision for chemical and biological warfare weapons are contingent on finishing the disease and equipment systems.
 
A tech that might be worth including would be reusable rockets. It doesn't look too impressive maybe but a) will this cut the costs to access space by A LOT and b) is it a huge leap because of the insane computing that is going on to navigate a rocket backwards through the atmosphere and then fire it at excactly the right time to slow down as fuel efficient as possible.
 
Looking at World War II - 1939 Mod. They cover a lot of the same techs but here are some that stood out.

- Gyrocompass
- Encryption Machines
- Decryption Machines
- Blitizkreg
- Polymerization
- Agrichemicals
- Catalytic Polymerization

Looks like I might need to do some adjusting to the Industrial Era if we want to add some new techs from WWI and WWII.

EDIT: Also has a tech called "Self Propelled Guns" I am not as familiar with modern weapons. And looks like its a tracked vehicle with a gun on it.

https://en.wikipedia.org/wiki/Self-propelled_gun

Perhaps we should add these as a new type of unit. They apparently have graphics for it and everything in the mod.

I am also very confused on how it differs from our Mobile Artillery. In the game when comparing they look different.
 
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So I was looking through the TTT- In the Trenches mod today. And they had soem interesting techs. Note their mod only focuses on WWI so its a very short tree. Here are all the techs they had ...

- Flame Thrower
- Mining (As In Explosive Mines)

Flame Thrower is an Ancient tech both the ancient Romans and Chinese had it.
Explosive Mining is included in Nitroglycerin

I suggested some techs or promotions needed to counter Zeppelins as nothing could do any damage to them to stop them early on. Fighters need to be able to fly as high as zeppelins, their guns need to be able to be aimed basically requiring them to fire synchronized with the propeller, incendiary rounds are needed.
 
Some tech Proposals ...

Polymerization
Location: X66 Y15
Req Tech: Refining AND Organic Chemistry
Leads To: Plastics
Buildings: Rubber Plant, Chemical Plant, Nylon Factory
Resource: Synthetic Rubber, Nylon

Agrichemicals
Location: X75 Y19
Req Tech: Plastics AND Agricultural Engineering
Leads To: Catalytic Polymerization
Building: Pesticide Factory (NEW)
Wonder: DDT Discovery (NEW)
Resource: Pesticide (NEW)

Catalytic Polymerization
Location: X76 Y19
Req Tech: Agrichemicals
Leads To: Manufacturing
Buildings: Fiberglass Factory
Resource: Fiberglass

Gyrocompass
Location: X69 Y13
Req Tech: Electricity AND Screw Propeller
Leads To: Encryption Machines AND Submarine Warfare
Promotion: Gyrocompass Movement (+1 Movement to Naval Units) (NEW)

Encryption Machines
Location: X75 Y7
Req Tech: Communism AND Psychology
Leads To: Decryption Machines, Radar
Building: Intelligence Agency
Wonder: Enigma Machine (NEW)

Decryption Machines
Location: X76 Y7
Req Tech: Encryption Machines AND Propaganda
Leads To: Television
Buildings: Cryptological Center (NEW)
 
During WW2 the size of the tanks went up as the war went on but to prevent the loss of the investment in the older tank production lines they where sometimes(most famously by the Germans with the stug line(https://en.wikipedia.org/wiki/Sturmgeschütz_III) ) redesigned so the same engine, undercarriage and a lot of other mechanical parts could be reused in a new vehicle. The most common redesign was the removal of the turret and the fitting of a large anti tank gun in the main hull that was so large it could only be moved by about 5 degrees without having to move the vehicle. Another version that was less common used a large howitzer and was manly a anti fortification weapon. all of these fell out of use post ww2 with the development of newer larger tanks who could fit the guns in there turrets and the name was reused for armored self propelled artillery.
 
Does the Industrial era need to be expanded, tech-wise?
And don't we already have a tech called pesticides? Maybe it was just the tech tag and I'm a bit confused :D

Agricultural Engineering = TECH_PESTICIDES

However it doesn't appear to give you any pesticides. it allows you to build a Greenhouse and Modern Granary buildings. As well as improved farm improvements. As for where the pesticides parts are its rather vague. As far as I can tell this is more about possibly mechanized farming and more modern farming techniques. Note this was part of AND, so its real meaning may have been lost in revisions.


And yes it would be nice to add some more to the Industrial era. especially in the WWI and WWII part.
 
Also has a tech called "Self Propelled Guns"

This is pretty much Mobile Artillery, 1st generation. In this time it was mostly about a bit more protection for the gun and faster redeployment. After WW2 Mobile Artillery became much more common, because of the threat of Tactical Nukes IIRC.
 
I recently got to play a lot of Age of Empires 2 again. Since you want to expand the medieval era, I post some of the techs that I feel are not already represented very well in c2c:

Hoardings: Makes a castle stronger. In c2c, it could help to withstand a siege maybe.
Wheelbarrow / Handcart: We have a building for them, but they could make a tech as well. In aoe2, they increase the speed and capacity of your villagers, here I can see a +x% for all yields.
Double-Bit Axe / Bow Saw / Two men saw: Increase the rate of wood cutting. Here it could increase your :hammers:
Gillnets: Increase fishing speed. Maybe a +2 :food: from Fishing boats?
Squires: Increase walking speed of infantry.
Iron Casting / Blast Furnance: Smith Techs.
Thumb Ring: More accuracy for Archers.
Parthian Tactics: Increases strength of mounted archers.
Fletching / Bodkin Arrow / Bracer: Increases strength and range of your archers.
Ballistics: Increases the acuracy of your range weapons by aiming at were a moving target would be, not were it is.
Heated Shot: Arrows do more damage to Ships.
Arrowslits / Murderholes: Buffs to your defense structures.
Conscription: Increase rate at which military is built.

Many of these are probably too small of an impact to become a tech, but maybe you like one or two of them and get a good idea in how to make a tech out of it ;)
 
I am very familiar with AOE2. These techs have been considered nearly from the beginning. If you look many of the icons have been used for buildings and techs. Such as Alchemy, Ancient Ballistics, etc. Also many icons and units have been used from AOE3 and even some from AOE1 such as the Storage Pit.

I also have all the original phsycial tech trees from those games. Great stuff!
 
I recently got to play a lot of Age of Empires 2 again. Since you want to expand the medieval era, I post some of the techs that I feel are not already represented very well in c2c:

Hoardings: Makes a castle stronger. In c2c, it could help to withstand a siege maybe.
Wheelbarrow / Handcart: We have a building for them, but they could make a tech as well. In aoe2, they increase the speed and capacity of your villagers, here I can see a +x% for all yields.
Double-Bit Axe / Bow Saw / Two men saw: Increase the rate of wood cutting. Here it could increase your :hammers:
Gillnets: Increase fishing speed. Maybe a +2 :food: from Fishing boats?
Squires: Increase walking speed of infantry.
Iron Casting / Blast Furnance: Smith Techs.
Thumb Ring: More accuracy for Archers.
Parthian Tactics: Increases strength of mounted archers.
Fletching / Bodkin Arrow / Bracer: Increases strength and range of your archers.
Ballistics: Increases the acuracy of your range weapons by aiming at were a moving target would be, not were it is.
Heated Shot: Arrows do more damage to Ships.
Arrowslits / Murderholes: Buffs to your defense structures.
Conscription: Increase rate at which military is built.

Many of these are probably too small of an impact to become a tech, but maybe you like one or two of them and get a good idea in how to make a tech out of it ;)
A lot of these could be great equipments or other promotions as well. I like a lot of this.

I think we should kinda plan to have some extra room because with building chain evals and equipment implementations we're probably going to find plenty of new tech concepts to fill game development needs as much as to try to fill tech slots, which is really the better reason to be adding a tech. A lot of those are great concepts but if implemented, I'd like to see similar kinds of improvement steps for the unit upgrade path all throughout the tree rather than just in one era.
 
Dogma is not needed. Religious Doctrines is one thing, Dogma is a failure to understand. Dogma is a slander to all Religions by those that reject.
 
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