Tech Tree Discussion

I am unsure why one needs fascism on the path to consumerism but well propaganda I can understand and Goebbels was one of the first to really exploit film and radio. But my, isn't that a bit too specific? :)


Cheers!
-Liq

There are two theories of tech trees the one implemented inn C2C (and I disagree with) is that there are no loose or dead ends (except religions) and that every tech must be selected if at the start of the game you select the final tech.

In my mind this has caused no end of issues with the tree. Such as having to learn camel domestication even though there are no camels anywhere near your nation.
 
I too liked the Tech Tree when techs could be dead end. But even the Religion dead ends got changed by the modder who wanted every tech linked.

JosEPh
 
I've been looking at the Ancient Era to try to straighten out the arrows, which are of course a complete mess, but why on earth does Canaanism require Polytheism if it is placed in the column to the left of its required tech?

Also of note is that there are so many religious techs, especially in the Ancient & Classical eras, that they're bloating the tech tree and leaving very little room to manoeuvre.
 
It's obvious to me that at this point if the industrial age could use some help, the modern simply needs content.

One thing stands out though, there really does not need to be Cubism, Expressionism, Dada and then one more full price tech Modern Art to round it out. That between them all there's barely enough content for one Tech is proof enough.

I'm gonna assume an art major was on the modding team at one point.


Cheers!
-Liq
 
I really quite agree, but I doubt that Thunderbrd will, given that he actively supports Piercing, Slashing and Cutting as three techs and the above situation is a culture-themed rehash of the idea to give tiny bonuses as part or all of entirely separate techs.
 
I've been looking at the Ancient Era to try to straighten out the arrows, which are of course a complete mess, but why on earth does Canaanism require Polytheism if it is placed in the column to the left of its required tech?

Also of note is that there are so many religious techs, especially in the Ancient & Classical eras, that they're bloating the tech tree and leaving very little room to manoeuvre.

There is plenty of room for manouvre. Just move all the other techs to the right. (edit I have the art for a number of modern religions if you want more in the later eras, but I would prefer a mechanism for slpiting off religions rather than having a tech eg Christianity splitting into Catholic, Eastern Orthodox, Gnostic, Celtic and Protestant.)

It's obvious to me that at this point if the industrial age could use some help, the modern simply needs content.

One thing stands out though, there really does not need to be Cubism, Expressionism, Dada and then one more full price tech Modern Art to round it out. That between them all there's barely enough content for one Tech is proof enough.

I'm gonna assume an art major was on the modding team at one point.


Cheers!
-Liq

Actually we need to add in more art techs to the early periods.

I really quite agree, but I doubt that Thunderbrd will, given that he actively supports Piercing, Slashing and Cutting as three techs and the above situation is a culture-themed rehash of the idea to give tiny bonuses as part or all of entirely separate techs.

There are many mods out there where a tech only provides one building or one civic or one promotion. Why do we have to be different and have many things in a tech? In fact I would like to see more of the techs with less in them!

I am the one who insists on Piercing, Slashing and Cutting not TB.
 
There is plenty of room for manouvre. Just move all the other techs to the right.

You're not seriously expecting me to edit 700+ techs just to create a new column in the Ancient Era, are you?

I am the one who insists on Piercing, Slashing and Cutting not TB.
You might insist on it, but it's TB who's praised its strategic value and says he'd be loath to see them go.

There are many mods out there where a tech only provides one building or one civic or one promotion. Why do we have to be different and have many things in a tech? In fact I would like to see more of the techs with less in them!

Well, so would I (we do not seriously need 12 myths for every conceivable species of bear, for instance), but given that C2C varies from wildly specific techs to very bloated ones, a little consistency would go a long way to stopping people making these sorts of comments.
 
There is, yes, at the start of the very short Mediaeval Era (it fits on just one 1920x1080 screen), but i thought that was there for a particular reason.
 
It's obvious to me that at this point if the industrial age could use some help, the modern simply needs content.

One thing stands out though, there really does not need to be Cubism, Expressionism, Dada and then one more full price tech Modern Art to round it out. That between them all there's barely enough content for one Tech is proof enough.

I'm gonna assume an art major was on the modding team at one point.


Cheers!
-Liq
Agree with some need for more content in the Modern but I don't think we should worry about it until earlier eras are more developed. I also feel that we should plan more around unit upgrade paths than the other way around. After having done a lot of work on sorting some things out for the naval review it became clear that techs should not always be a first consideration but a second consideration more often. Make the techs to fit a good progression of the game rather than make the game progression fit the tech tree. I admit, it can't be only one or the other... The shell of the tree needs to be in place generally for the rest to take place. If I'm making any sense here.

I really quite agree, but I doubt that Thunderbrd will, given that he actively supports Piercing, Slashing and Cutting as three techs and the above situation is a culture-themed rehash of the idea to give tiny bonuses as part or all of entirely separate techs.
Surprisingly, I actually somewhat agree that the art styles may be a little over the top. I don't know how I feel about them right now being as Artistic sources can also mean Education sources as well as potentially some gold and obviously culture. Culture, pre-Developing Leaders and without Educational benefits being included (however minor said benefits may be) was always something that I would ignore as long as I possibly could and would consider pure cultural bonuses to be nothing more than a road bump. When these techs were introduced, that's all they were. Road bumps. Not sure if they have been further developed much but they COULD become more than road bumps.

Well, so would I (we do not seriously need 12 myths for every conceivable species of bear, for instance), but given that C2C varies from wildly specific techs to very bloated ones, a little consistency would go a long way to stopping people making these sorts of comments.
hmm... consistency of the 'resolution' of the game IS a factor I do have to agree with you on. I say factor because the question is obviously, do we cut down on the things that seem to have 'too much' resolution or do we increase the things that 'don't have enough'?

Perhaps SOME shaving of detail could be helpful while other areas catch up but I wouldn't underestimate the power of the vision behind the core modders here. I know there's still volumes of things I want to do and I'm sure Hydro and DH can say the same. We may take breaks and go slower than some would want us to but it's a lifelong work is the realization that I'm growing into. A hobby that will persist for a very long time so needs to be paced and balanced with other things in life at times.

And it'll never be perfect.

There is, yes, at the start of the very short Mediaeval Era (it fits on just one 1920x1080 screen), but i thought that was there for a particular reason.
It was put there to allow for some development room - like what you're wanting to do. So it's a valid use.

Also... what's going on with Consciousness??? It's free floating out there. There's another one in the late Prehistoric that doesn't have a line heading to it as well so very hard to see what leads to it.

Additionally, if we change the X layer of a tech, we should change the tech cost. I strongly suggest if we're doing a tech tree audit that we also reconsider the progression of costs according to the X axis of the tech - re-chart out the cost progression entirely since it's not a smoothly increasing line of costs and Industrial and Modern are way too cheap as a result.

THIS chart should generally form the basis of unit and building costs as well - that was its intention originally of course. If we're auditing the tree it would be a good time to reconsider unit and building costs as well though the prehistoric plays out pretty well according to Hydro's 'by feel' method so this would really only begin to apply to Ancient and Beyond.

Imo, Buildings would be a little more expensive than the numbers on that chart's curve. Units would generally be a little less expensive, though would vary based on unit type. Some units would be much more expensive. Take a look at the THIS PAGE of the Naval evaluations for some examples of how I'd suggest they be audited by 'type'. This kind of thing hasn't been done for land units yet. Would be nice if it was done because it would likely help tremendously with units being drastically too cheap in Medieval through Modern eras due to a similar crooked cost progression.


My point, above all, is that all of these things need to be considered when the tech tree is shifted around in the least bit.
 
Well, I've spent a tonne of time today "fixing" the Ancient Era tree, so I can show that off now. I edited the files directly this time, so I'm uploading main game files, rather than module files.
 
I've now spent even more time today "fixing" the Classical through Renaissance Era trees, so I can show those off too.

I again edited the files directly, so the re-updated files are below.
 

Attachments

  • Ancient 1.jpg
    Ancient 1.jpg
    363.2 KB · Views: 70
  • Ancient 2.jpg
    Ancient 2.jpg
    360.7 KB · Views: 97
  • Ancient 3.jpg
    Ancient 3.jpg
    311.7 KB · Views: 60
  • Classical 1.JPG
    Classical 1.JPG
    402.6 KB · Views: 64
  • Classical 2.JPG
    Classical 2.JPG
    412.1 KB · Views: 87
  • Mediaeval 1.jpg
    Mediaeval 1.jpg
    350.2 KB · Views: 108
  • Mediaeval 2.jpg
    Mediaeval 2.jpg
    241.4 KB · Views: 128
  • Renaissance 1.jpg
    Renaissance 1.jpg
    442.4 KB · Views: 47
  • Renaissance 2.jpg
    Renaissance 2.jpg
    315.8 KB · Views: 65
  • Tech Tree.zip
    Tech Tree.zip
    80 KB · Views: 79
Well, for a couple I had to use my best judgement (notably Canaanism), but I made an effort to keep the techs in the correct X-axes and (of course) to avoid horrible confusing arrow messes. The areas leading off from Feudalism and Education were particularly tricky.
 
One of those with multiple ORs also had an AND which was impossible to get without the OR in the first place, which was obviously an oversight (e.g. Dualism, Polytheism, Monotheism for Scriptures), and Canaanism required Polytheism, despite being to its left and next to Mesopotamianism (which didn't require Polytheism), so I removed that one too. I can probably explain anything else, if needst be.
 
You changed the following
requirement for Construction from Mathematics to Road Building?

TECH_CONSCIOUSNESS from TECH_CONDUCT and TECH_MEGALITH_CONSTRUCTION to TECH_SEDENTARY_LIFESTYLE?

And removed TECH_BOARDGAMES as a requirement for TECH_CEREMONY?​
 
Back
Top Bottom