It is a religion so it is probably mine, but whoever moved stuff around should have either moved it when they were moving everything else or asked me to.Note to the designer of
<Type>TECH_CAODAIISM</Type>,
the positioning is no longer very applicable to the current tech tree. It should be re-evaluated. Its X-grid placement puts it on the same column as a gateway tech for the era.
It's strange that it's not in the game... WIP huh?It is a religion so it is probably mine, but whoever moved stuff around should have either moved it when they were moving everything else or asked me to.
Yes. Both it and Dreamtime. I think there are no wonders for Cao Dai in the real world yet. It is quite recent, 20th century if I remember correctly. We have most of the art and it is already in the game font file.It's strange that it's not in the game... WIP huh?
Such a shame to leave all these loose ends lying around when they're so super cool. I've been looking at the tech tree closely lately too and have noticed your diplomacy handiwork that you seem to be leaving on the development table... very, and I mean VERY cool stuff. I'm starting to feel a little cheated by your change of heart here bud.Yes. Both it and Dreamtime. I think there are no wonders for Cao Dai in the real world yet. It is quite recent, 20th century if I remember correctly. We have most of the art and it is already in the game font file.
That is exactly what the Story Teller line of units should be able to do later in the game. Currently it is a Spy mission.You guys should put a new tech called Refugeewarfare. Where you can with your spies infiltrate the broadcasttower of a city and replace the enemycity with your own culture that this city will belong to you soon. That would be funny.
Because other humans were trated as animals no so many time ago. Slavery is literally human husbandry. Cannibalism was a natural thing on ancient societies, but on classical societies, at least according to Habernas and Gustavo Bueno, humanity addopted slavery when it left cannibalism.Why does warfare lead to hunting tactics?
Because medicine and religion are strongly interconnected. On 19th Century everyone but the jews and the Chinese had no idea what disease exactly is, they called it "Bad Spirits" even in the civilized Europe. Mentally ill people were believe to be possesed or satanic, phisically ill people were believe to be sinners who deserve their suffering. The shaman is at the same time the chief, the medic and the great priest, the man who can control the Bad Spirits.Ok here's one I really don’t get. You can't learn how to apply your medical knowledge to animals without magic? Personally magic seems like something that should lead purely into other religious and social techs.
Most european countries like Scotland, Portugal, Aragon or Castille didn't have marine levies until they needed a strong army for the porpuse of defending their commerce against the pirates from Neetherlands and England. We own modern Seafaring to pirates and monopolistic business like the dutch West India Company or English corporations of tea and cotton which, of course, employed a lot of pirates.2. Seafaring.
Seafaring needs both locks and piracy to research.
Personally I don't feel that either one of these should be needed for a civilization to develop sea travel. On top of that by a game standpoint locks requires piracy to research it. So as is piracy is already needed to research the tech right before seafaring so its pointless to have it as a requirement again for seafaring.
First. I'm sorry but I haven’t read everything in this topic so if these were already covered I apologize but I've been looking for things that I find odd or out of place in my latest play though. The following techs just seem a little off to me mostly in how they are connected with other techs. Is there any logic for these that I’m missing?
1.Warfare and hunting tactics.
Why does warfare lead to hunting tactics? I could just as easily see it going the other way so personally I think it might be better if these 2 techs were independent of each other.
2. Seafaring.
Seafaring needs both locks and piracy to research.
Personally I don't feel that either one of these should be needed for a civilization to develop sea travel. On top of that by a game standpoint locks requires piracy to research it. So as is piracy is already needed to research the tech right before seafaring so its pointless to have it as a requirement again for seafaring.
3: locks.
After my last points. Why is piracy needed to research locks anyway? Landlocked civilization would have no need to research piracy and even without it could find a need for locks because of other criminal activity or foreign invaders.
4: Piracy.
I know i'm going all out here. Sorry.
Why does piracy unlock the cog merchants? Piracy should not allow trade by sea. I feel a better option would be to either add a new maritime trading tech or more likely push the cog merchant back to an earlier tech. Possibly trading.
5: Veterinary medicine needs magic.
Ok here's one I really don’t get. You can't learn how to apply your medical knowledge to animals without magic? Personally magic seems like something that should lead purely into other religious and social techs.
Anyway I just wanted to point out my thoughts on those. Over all I find the tech tree very detailed and well done.
Some good suggestions to help consider the tech tree and potential causes for adjustment and some good arguments for the reasoning in which it currently exists.I don't know, they all seem pretty logic to me.
Because other humans were trated as animals no so many time ago. Slavery is literally human husbandry. Cannibalism was a natural thing on ancient societies, but on classical societies, at least according to Habernas and Gustavo Bueno, humanity addopted slavery when it left cannibalism.
Because medicine and religion are strongly interconnected. On 19th Century everyone but the jews and the Chinese had no idea what disease exactly is, they called it "Bad Spirits" even in the civilized Europe. Mentally ill people were believe to be possesed or satanic, phisically ill people were believe to be sinners who deserve their suffering. The shaman is at the same time the chief, the medic and the great priest, the man who can control the Bad Spirits.
Most european countries like Scotland, Portugal, Aragon or Castille didn't have marine levies until they needed a strong army for the porpuse of defending their commerce against the pirates from Neetherlands and England. We own modern Seafaring to pirates and monopolistic business like the dutch West India Company or English corporations of tea and cotton which, of course, employed a lot of pirates.
This also answers question 4, there were a lot more pirates on ocean and sea than on the coast. The Medieval Portuguese commerce with India, Japan and China was pretty safe.
Very simple answer to this - you need some consistant way of determining short periods time, eg minutes when you don't have any mechanisms to do so. The best ways of doing this is to count your heart beat or repeat a verse of some kind. A song, rhyme or prayer to some divine being of the correct duration. Latter peoples who have time pieces will call the old methods spells or incantations and assign mystical meaning to those practices.5: Veterinary medicine needs magic.
Ok here's one I really don’t get. You can't learn how to apply your medical knowledge to animals without magic? Personally magic seems like something that should lead purely into other religious and social techs.
Anyway I just wanted to point out my thoughts on those. Over all I find the tech tree very detailed and well done.
This still seems backwards to me. Seafaring is what opens up trade over the sea so wouldn't the trade ships be out at sea before the pirates started going after them?Most european countries like Scotland, Portugal, Aragon or Castille didn't have marine levies until they needed a strong army for the porpuse of defending their commerce against the pirates from Neetherlands and England. We own modern Seafaring to pirates and monopolistic business like the dutch West India Company or English corporations of tea and cotton which, of course, employed a lot of pirates.
This also answers question 4, there were a lot more pirates on ocean and sea than on the coast. The Medieval Portuguese commerce with India, Japan and China was pretty safe.
I agree that seafaring could develop without piracy, but for the sake of argument:This still seems backwards to me. Seafaring is what opens up trade over the sea so wouldn't the trade ships be out at sea before the pirates started going after them?
Maybe switch seafaring and piracy on the tech tree. Move cog merchant to seafaring and seafarings warships to piracy?
Could go either way with logical conclusions right? Chicken and the egg scenario really. Game effect wise I think it beneftis more from putting Seafaring second simply due to making it take a bit more of a beeline stretch to get one of the most powerfully boosting techs in the era. Seafaring is a huge boon and should well be down the hard earned side track it is.I agree that seafaring could develop without piracy, but for the sake of argument:
Piracy was, before seafaring, more about raiding coastal villages to gain slaves and loot than to disrupt trade.
Pirates dared the open sea due to necessity, they had to lay low and find alternative routes to avoid deadly confrontations.
One could say they were pioneers and that old pirate sailors probably were the most knowledgeable about navigating open sea at one point or another.
Areas that had much unhindered piracy along the coastline could also prompt the law abiding people into developing seafaring knowledge so to make trade and travel safer from piracy involvement.
While this is true, War Canoes don't upgrade to Galleys but to War Galleys (which requires Naval Warfare). And Galleys usually lose against War Canoes IIRC.Sailing, which unlocks Galleys, is actually now in the same column as the tech that unlocks War Canoes
Canoe should pair with War Canoe and Galley should pair with War Galley, at least for the most part. This needs sorted out so as not to come across dramatically anachronistic as it does now.While this is true, War Canoes don't upgrade to Galleys but to War Galleys (which requires Naval Warfare). And Galleys usually lose against War Canoes IIRC.