Boris Gudenuf
Deity
Moderator Action: this post was copied from the Humankind thread to start a discussion about a Tech Tree Revision.
@Boris Gudenuf : feel free to edit this post as you like, including removing this tag if you want to clarify the OP
-Gedemon
So far, I don't think we've seen even a whiff of the Tech 'Tree' (shrub? Matrix? Dodecahedron?) for the game. On the other hand, I don't remember anything about different Tech progression for different Factions, either.
I confess I rather like the Civ/EL system of having the identical Tech Progression but varying bonuses in the speed and ease with which you get certain Techs based on the Faction/Civ you are playing and what is happening to you your specific game, but while Civ VI's 'Eurekas' were a nod in that direction (it's still much too easy to research Techs without any bonus at all) I don't think we know yet exactly what they are doing in Humankind.
You are right, of course, that a bunch of 'technologies' were developed by the pastoral peoples First. Just for an obvious one, I'd have any Pastoral Civ/Faction start with Animal Husbandry or its equivalent instead of Agriculture. The early pastorals knew all about agriculture - Herodotus and the archeologists agree that the Scythians grew crops to some extent - but horse domestication and riding, the composite bow, the wheeled cart and chariot all seem to have started in the steppes, even if not all in exactly the same place. Bonuses for all of those to the Pastorals while the 'settled' farmers have to struggle to reach them would very accurately show rthe early and deadly difference between them.
@Boris Gudenuf : feel free to edit this post as you like, including removing this tag if you want to clarify the OP
-Gedemon
As to nomadic civs: is it already established that, as traditionally in civ, all civilizations have the same tech tree? I think that choosing a civ for each era would make individual tech trees achievable. Maybe not really unique ones, but with some techs coming earlier for some civs. Combined with Endless Legends‘ many small bonuses, modifiers and uniques per civ, that could make later age nomadic civs an interesting option. You would pass on certain things for extra mobility etc.
Also: I really hope for a classical persia and a safavid one. It always bugged me that Persia = Achaemenids in civ when the region has such a rich history.
I also wonder if we‘ll see both England and the UK. 60 civs is a lot, but 10 per era is Gilles fast as soon as we start dividing empires on the time line.
So far, I don't think we've seen even a whiff of the Tech 'Tree' (shrub? Matrix? Dodecahedron?) for the game. On the other hand, I don't remember anything about different Tech progression for different Factions, either.
I confess I rather like the Civ/EL system of having the identical Tech Progression but varying bonuses in the speed and ease with which you get certain Techs based on the Faction/Civ you are playing and what is happening to you your specific game, but while Civ VI's 'Eurekas' were a nod in that direction (it's still much too easy to research Techs without any bonus at all) I don't think we know yet exactly what they are doing in Humankind.
You are right, of course, that a bunch of 'technologies' were developed by the pastoral peoples First. Just for an obvious one, I'd have any Pastoral Civ/Faction start with Animal Husbandry or its equivalent instead of Agriculture. The early pastorals knew all about agriculture - Herodotus and the archeologists agree that the Scythians grew crops to some extent - but horse domestication and riding, the composite bow, the wheeled cart and chariot all seem to have started in the steppes, even if not all in exactly the same place. Bonuses for all of those to the Pastorals while the 'settled' farmers have to struggle to reach them would very accurately show rthe early and deadly difference between them.
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