Tech Tree Discussion

@masaykh,
PM Vokayra with your concern.

JosEPh :)
 
If anyone can please tell me why many many techs have units \ buildings that enabled much further on tech tree then researched tech.

I think that stupid. It is like if you trying to figure out how to fish - you will eventually found out how to make hooks, fishing rod and about some types of fish - but you will get to it now not after you research boat building (metaphorical exacmple)

so why many many tech have some hing that actually they not provide by themselfs?
 
I think the 'problem' you're pointing out is a display issue perhaps. It would help if it didn't imply that the unit or building or whatever would be absolutely unlocked via the given tech if it requires another tech to unlock the game object as well. This would take an extensive adjustment to how the prereqs display.
 
If anyone can please tell me why many many techs have units \ buildings that enabled much further on tech tree then researched tech.

I think that stupid. It is like if you trying to figure out how to fish - you will eventually found out how to make hooks, fishing rod and about some types of fish - but you will get to it now not after you research boat building (metaphorical exacmple)

so why many many tech have some hing that actually they not provide by themselfs?

I have argued for your suggestion and against the displaying of units/buildings at the earliest tech needed almost since version 1 of C2C, but each time I am told I am wrong. I would prefer them to show up at the last tech needed for them. Ie like you say when you can actually build them rather than the current classification of type.

I think the 'problem' you're pointing out is a display issue perhaps. It would help if it didn't imply that the unit or building or whatever would be absolutely unlocked via the given tech if it requires another tech to unlock the game object as well. This would take an extensive adjustment to how the prereqs display.

It is easy to do. IIRC the tech they show up in is the one in the PrereqTech not in the TechType list.
 
It is easy to do. IIRC the tech they show up in is the one in the PrereqTech not in the TechType list.
Ah... so we must make sure to make the PrereqTech the latest on the tree huh? This isn't great either though. What happens when I have the farthest out tech but don't have the earlier ones that the unit/building also requires? The prereq explanation only then exists on the shaded out (which is often hidden) button help popup for the building or unit. Could still lead to players getting frustrated that they believe they just qualified for a unit or building but then discover they still have another tech to get...
 
If you don't have all the techs it does not show up in game. The problem masaykh is talking about is that if you look at the tech tree you will see Ger appearing under shelter building not horse whatever.
 
Well exactly... because it needs both techs. But then what happens when you have the Horse Riding tech but you don't have shelter building? If its simply changed to show the prereq on Horse Riding in the tech tree, once you get there only to find out you ALSO need Shelter Building, it'd be equally frustrating if you were really goaling to build a Ger.

The button doesshow up in the game and a hoverover on that button does allow you to see what prereqs still haven't been fulfilled but only if you don't filter out all the unbuildable buildings and units in the build list.
 
The problem is that in this cases Shelter Building is also a redundant tech, you can't get to horse whatever until after you have tribalism (or is it canine domestication) and tribalism requires many techs that require shelter building. This sort of thing happens allover the place in C2C
 
Or another example

Furrier

Civopedia - requires Shelter Building, Trapping, Skinning.

City screen - buildings shows up as being unbuildable at Shelter Building.

Tech Tree - shows up on the Tech Shelter Building.​

Would it not be better to have it not appear in the city screen build building until Skinning and then say also requires trapping and shelter building?

Yes it also requires a resource but that is by the by.

Tech requirements tree
Spoiler :
Code:
Skinning requires scraping and tracking
	Scraping requires Soft Hammer Percussion
		Soft Hammer Percussion requires Hard Hammer Percussion
		
		Hard Hammer Percussion reqires Tool Making
			Tool Making requires Scavenging

	Tracking requires Coorporation and Scavenging
		Coorporation requires gathering and language
			gathering requires Nomadic Lifestyle

Trapping requires tracking and basketry

	Basketry requires weaving and cave dwelling

		Weaving requires Gathering

		Cave dwelling require Nomadic Lifestyle
 
Well there are many redundant buildings I have been eliminating. Such as the Factory buildings that still had prehistoric requirements.

The other problem is the tech tree has been redone numerous times and just because its redundant now doesn't mean it will always be.

And yes Vokarya was the best at finding these. I wish he would mod again. :(
 
mmm

now situations look like this :
tech A->
_______tech C
tech B->

and as player need to invest many turns to get to tech C he planning to use units \ buildings what got unlocked on tech C - BUT - after complishing research he read - " require XXX " on many unlocked objects!!!

i can make table or something similar and point as much asi can find of such techs and "vitually unlocked objects in them

upd
found good example :
Axe Making virtually unlock Tewhatewha but in reality this unit unlocked only on Wood Working so make it that this unit will be unlocked
ONLY on Wood Working
 
The changes were ...

@ls612

Please change the following tech requirements ...

Tanning
Req Tech:Sewing AND Drying

Earth Oven
Req: Cooking AND Fire Making AND Drying

Salt Processing
Req Tech: Masonry AND Drying

Kemetism
Req Tech: Stargazing AND Polytheism AND Feline Domestication AND Mummification

Ancient Medicine
Req Tech: Gardening AND Code of Laws AND Mummification
 
So after some extensive testing it turns out that the Tech Commerce Modifiers were not the reason for my horrendous :gold: situation, it was another thing that is rather unique to my game and build choices. The new tags work perfectly. So, I think I'll add them back in as they were before (-3% at Feudalism, -3% at Education).
 
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