Tech Tree Discussion

Ok some plans to put these techs back on track ...

Veterinary Medicine
Req Tech: Gardening AND Feline Domestication AND Magic AND Animal Husbandry

Soap Making

Req Tech: Fermentation AND Salt Processing AND Folk Medicine AND (Candle Making OR Oil Lamps)

Papacy

Req Tech: Theology AND Candle Making

Alchemy

Req Tech: Philosophy AND Drug Trade AND Engineering AND Candle Making

Anatomy

Req Tech: Education AND Mummification

As you can see the requirements are farther down the tech tree. So you don't have to pick them up during their era but you eventually have to pick them up.

 
The colours changed when I implemented Platyping's tech screen. It allows you to show less by
  • selecting eras to start and end at
  • hiding techs you have researched
  • hiding techs you can not study ( I am thinking of changing the default to show them but highlight in someway that you can't select them)
I can't remember if I did the fix for TB or not. Sometimes there is a bit of up/down scroll.

Currently you options are not stored. I need to figure out how to add them into the BUG stuff and if we still have the colour selection for techs in BUG make that a remembered option also.
 
Ok some plans to put these techs back on track ...

Veterinary Medicine
Req Tech: Gardening AND Feline Domestication AND Magic AND Animal Husbandry
Except Gardening requires techs that require Sedentary Lifestyle which requires Animal Husbandry so adding it is redundant

Soap Making
Req Tech: Fermentation AND Salt Processing AND Folk Medicine AND (Candle Making OR Oil Lamps)

Which means ti also needs to move at least two columns to the right and will add in some lines on the tree which may look odd.

Anatomy
Req Tech: Education AND Mummification

I don't see why you would need mummification. One of the art type techs (painting or sculpture) and a medical would make more sense.
 
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I could see many more science techs, such as those of sub branches of the main ones in Medieval and Renaissance.
They are the following:
Physics: Theoretical Physics
Anatomy: Comparative Anatomy, Phytotomy (Botanical Anatomy),
Astronomy: Astrometry, Planetology
Meteorology: Weather Forecasting, Climatology
Chemistry: Astrochemistry, Quantum Chemistry
Microbiology: Industrial Microbiology, Immunology
Biology: Hematology, Evolutionary Biology (Might become another tech all on its own.)
Geology: Plate Tectonics, Engineering Geology
Botany: Horticulture, Floristics
Anthropology (Prelude to Archaeology)
Archaeology: Forensic Archaeology (Requires Forensics), Experimental Archaeology
Paleontology: Paleobotany, Paleogenetics





 
Except Gardening requires techs that require Sedentary Lifestyle which requires Animal Husbandry so adding it is redundant

Which means ti also needs to move at least two columns to the right and will add in some lines on the tree which may look odd.

I don't see why you would need mummification. One of the art type techs (painting or sculpture) and a medical would make more sense.

1. Ok yeah the redundancy. Nevermind then.
2. Hmm. Yeah i should rethink that.
3. I was trying to find a tech that would require Mummification. How about Archeology? That seems like an appropriate tech to have since a good portion of archeology has dealt with mummies.
 
Ok so the revised list is ...

Papacy
Req Tech: Theology AND Candle Making

Alchemy

Req Tech: Philosophy AND Drug Trade AND Engineering AND Candle Making

Archeology

Req Tech: Biology AND Geology AND Mummification

Also what is we switched it around and had Soap Making lead to Candle Making.


Candle Making
Req Tech: Apiculture AND Priesthood AND Soap Making

Note it would not even have to move since it would come 1 column after Soap Making.
 
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Note: many RL civilizations never obtained the mummification technology. Thus it probably should be unnecessary to obtain to continue through the tree.

However, some more modern techs have required its understanding so as to deconstruct what the ancients did, like archaeology.
 
I guess I'm saying that's when we learned, in say, the US, the Mummification tech so perhaps the Mummification tech should be ignorable all the way up to Archaeology, at which point it has Mummification as a prereq.
 
I am working on my update to the Modern Era tech tree now. Although I am making adjustments on building and unit costs as per guidelines, it feels a little meaningless since the numbers seem a little scattered already anyway.
 
Ok i found an old note with all the building costs which starts around X30 at 80 and then goes on. Also in the notes it was National Wonders ar x3 the building cost, World Wonders are x8 the normal building cost and Projects are x12 the normal building cost. Are these things still true for the current C2C?

Examples ...

X30 = 80
X40 = 120
X50 = 160
X60 = 320
X70 = 640
X80 = 1250
X90 = 2450
X100 = 4850
X110 = 9550
X120 = 18700
X130 = 37400

I did not want to list every one so I went by 10. Is this pricing right?
 
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I've been using x4 for national wonders in Space Colonization. I remember being told that but I don't remember who or where now.
 
Also in the notices it was National Wonders ar x3 the building cost, World Wonders are x8 the normal building cost and Projects are x12 the normal building cost.
In addition to what I mentioned, this would hold true still. If x4 is preferred I suppose there's no reason to not use that instead for national wonders.
 
I like the idea of giving already researched techs a very distinguish color. Eventhough I'm not colorblind, I have slight troubles to tell the difference.

I'm not sure if this is still an issue, but last time I played the cost progression for buildings was great until the Modern / TH era and then went way to high, as there were not many production increasing buildings. Which is odd! large scale 3D printers, construction robots, being able to calculate / simulate buildings with powerful PC programs etc would massivly speed up the construction process! Not to mention (probably) better educated architects, generally more knowledge on how to construct a building, better logistics....
And please don't apply this chart to the off-planet colonies. I know we have two options basically:

a) Massivly increase production in these colonies to bring them in line with earth buildings (like give the first building a +10000 :hammers:)
b) Develope a new cost progression line for off-planet colonies and stick with that.

With the lunar mod, I had kind of a hybrid, with 2 early buildings massivly boost the production to demonstrate the benefit of using lunar material for buildings rather than bring it all from earth. I still like this approach best, but Pepper is now in charge of all this stuff, so whatever he likes is ok to me.

And good to see you around again hydro! :)
 
I like the idea of giving already researched techs a very distinguish color. Eventhough I'm not colorblind, I have slight troubles to tell the difference.
This is why you can just turn them off. However yes we need to support people who have the various forms of colour blindness which is why the best solution is to have it able to be chosen by the player.
 
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