Tech Tree Revisions

Well, I think that Mass Transit is a fairly important tech concept and is pretty well covered in the mod too. If you want to get rid of Machine Tools, that's by far the better choice.
 
I found that after I get a tech from huts, the cost of all other techs go up. The tech cost also decrease over time. Are these intentional?
 
I found that after I get a tech from huts, the cost of all other techs go up. The tech cost also decrease over time. Are these intentional?
Yes if using Realistic Timescale. This option is meant to keep you not too far ahead or behind of the real timescale. It's meant to prevent steamrolling other civs. If you're getting too far ahead, you are slowed down, if you fall behind, you're sped up.
 
This proved to be way more engrossing than I originally thought. I actually have a working blueprint for a 40-tech Industrial Era. I managed to nominate 15 techs for deletion. I need to work on icons for a while, but I can try to get a mockup soon. I haven't figured out what to do with all the content from the cut techs. The Corporations especially may get used to fill out the Modern Era.
 
Here is something I noticed in passing. All technologies have an <Advisor>. This is the recommendations on your pop-up window when choosing a new tech. There are six advisors to pick from: CULTURE, ECONOMY, GROWTH, MILITARY, RELIGION, and SCIENCE. For example, a tech that focuses on culture buildings would be ADVISOR_CULTURE.

I noticed a couple of techs with unlikely advisors. I don't think Labor Union counts as a Military tech. So I went through the tech file, looked at all the advisors, and identified a bunch of changes to be made. This should give you a more accurate picture of what tech to research.

Changes to be made:
  • Glass Blowing: MILITARY to ECONOMY
  • Machinery: MILITARY to ECONOMY
  • Crop Rotation: ECONOMY to GROWTH
  • Clockworks: MILITARY to ECONOMY
  • Anatomy: SCIENCE to GROWTH
  • Chemistry: MILITARY to SCIENCE
  • Replaceable Parts: MILITARY to ECONOMY
  • Assembly Line: MILITARY to ECONOMY
  • Marxism: MILITARY to GROWTH
  • Refining: MILITARY to ECONOMY
  • Labor Union: MILITARY to GROWTH
  • Public Schooling: GROWTH to SCIENCE
  • Antibiotics: SCIENCE to GROWTH
  • Biological Warfare: SCIENCE to MILITARY
  • Nuclear Power: SCIENCE to ECONOMY
  • Powered Exoskeleton: SCIENCE to MILITARY
  • Ecological Engineering: SCIENCE to GROWTH
  • Environmental Economics: SCIENCE to GROWTH
  • Homo Superior: SCIENCE to GROWTH
  • Space Colonies: SCIENCE to ECONOMY
  • Planetary Economics: SCIENCE to ECONOMY
 
I got around to doing what I have been interested in trying to do for several weeks. This is a proposal for cutting the Industrial Era down from its current 55 technologies to 40.

The reason for cutting out so many techs is that I think we have both too many techs in the Industrial Era, and too many techs total. The Industrial Era is 55 techs long. The Renaissance Era is only 35. If we want to have the eras be the same length of turns, that means Industrial Era techs have to be researched more quickly. This results in Industrial Eras being faster to research than Renaissance. I don't think this is good.

Also, we have increased the total number of techs by a larger factor than the increase in game speed. Normal speed in AND is 1200 turns, vs. 500 for BTS. This is a 240% factor. There are 91 techs in BTS (excluding Future Tech) and 280 techs in AND (again, excluding Future Tech). This is a 307% factor. So this forces us to actually have to have techs be researched faster than BTS. I don't want to add more turns because I think that increases the ending fatigue and rewards warmongering (wars take less % of the total game) more than it probably should. Removing techs will allow us to slow down research speed and make individual techs feel like more of an achievement.

I do plan to do a little bit of cutting to the Modern and Transhuman Eras. I think we can easily get the Modern Era down to 40 and the Transhuman to possibly 45.

For those who want to see the whole era, I uploaded a PNG to ImageShack so I can post it here. It's a big image, so it's behind spoiler tags.

Spoiler :



The techs on the chopping block are (from early to late):
  • Machine Tools
  • Thermodynamics
  • Public Health
  • Agricultural Engineering
  • Refining
  • Marxism
  • Repeating Weapons
  • Mass Transit
  • Public Schooling
  • Armored Vehicles
  • Modern Art
  • Submarine Warfare
  • Rocketry
  • Guerrilla Warfare
  • Naval Aviation
Here are the reasons for what I chose to delete and where everything is going. I spoilered this too because it's long.
Spoiler :
Machine Tools: We've discussed this before. Machine Tools overlaps so much with Steam Power/Assembly Line/Industrialism/Manufacturing that no matter where it goes, it is going to be weak. It's a very easy cut to make. Removing Machine Tools from the central chain of the Industrial Era is one of the factors that leads to two columns' worth of collapse on the F6 screen.
  • Tricks: Cannery goes to Steam Power. Drydock goes to Screw Propeller. Screw Propeller is the naval construction tech of the Industrial Era.
Thermodynamics: I believe that "pure science" techs are some of the most difficult techs to find tricks for. Chemistry-related and biology-related techs do better, but mathematics and physics techs have it very difficult. Thermodynamics has to rely on two National Wonders to get to the two-trick threshold.
  • Tricks: Ironworks goes to Steel. Cement Mill goes to Assembly Line. There are no Cement-required buildings available yet, but Cement is also supposed to serve as a substitute for Stone when building a Paved Road.
Public Health: I have found that there is very little room for more than one medical tech per era. Ancient Era gets Naturopathy. Classical gets Ancient Medicine. Medieval gets skipped. Renaissance gets Anatomy. Industrial gets Medicine, and Modern gets Antibiotics. Public Health is going to overlap with Medicine and Biology to the point where two tricks exhausts it.
  • Tricks: Water Treatment Plant goes to Organic Chemistry. I'm trying to mix up Biology and Organic Chemistry. Subsidized goes to Medicine. I don't want Subsidized and Socialized at the same tech.
Agricultural Engineering: Farm techs are another problem. They are usually easy to find tricks for, but it is very difficult to tie them into the rest of the Tech Tree. Even Agriculture has problems. It is only absolutely required for Agricultural Tools and Crop Rotation. AT and CR, in turn, are only required for Agricultural Engineering, and AE is only required for Ecology. These long jumps are not a good sign. AE also has so much overlap with Biology and Organic Chemistry that I'm willing to shred it.
  • Tricks: All improvement bonuses and Cereal Mills go to Organic Chemistry. Grain Silo goes to Biology. It doesn't go to OC so that OC doesn't get everything. Also, Fertilizer Plant loses its Agricultural Engineering requirement and its Chemicals resource requirement. Chemical Plant gets moved up to Plastics.
Refining: Refining is practically all about Oil. Oil is important, but I don't think it deserves an entire tech. It's much better rolled into Combustion.
  • Tricks: Well moves to Explosives. Raw Oil can power Railroads and Steamers. Oil Refinery and Rubber Factory move to Combustion. Rubber Factory also gets a Chemicals option and Rubber Plant is deleted entirely.
Labor Union: This plus Marxism is one tech too many. I'm rolling them both together and calling the result Socialism.
  • Tricks: Labor Union, Peace Movement, Socialized, and Welfare Office all move to Socialism.
Repeating Weapons: We have enough military techs as it is. 13 of the remaining 40 techs in the Industrial Era are ADVISOR_MILITARY. I also prefer "strategy" techs (Warfare, Siege Warfare, Chivalry, Leadership, Military Science, Logistics) over "weapons" techs (Chariotry, Armor Crafting, Repeating Weapons, Automatic Weapons). Strategy techs are more likely to cross over and have non-military tricks as well. I am keeping Automatic Weapons. That has a place as a gateway tech before the war machines (Tanks, Fighters) start to appear.
  • Tricks: Gatling Gun is moved to Artillery. Gun Turret, Trench I, and the commerce bonus to Camps are moved to Automatic Weapons.
Mass Transit: What I really want to do is balance out corporations between the Industrial Era and Modern Era. In BTS, there are 7 corporations. Three require only Industrial techs (Creative Constructions, Mining Inc, Sid's Sushi) and the other four require Modern Era techs. At the moment, we have four Modern Era corporations (Adventure Tours, MallWart, Mapster, MileHigh Travels) and the other NINETEEN are Industrial. MoonBeam Coffee is one that I think can be sent to the Modern Era. Without Moonbeam, Mass Transit is nearly exhausted. So I'm mostly folding it into Logistics.
  • Tricks: Public Transportation moves to Automobile. (Otherwise, Automobile is just about all military units.) Highway and the commerce bonus from Lumbermill move to Logistics.
Public Schooling: This is another exhausted tech. School is the only trick I consider germane to this tech. Public Schooling is also very nebulous in its placement. It could theoretically show up as early as the late Renaissance (the Prussians had public education in 1763, which is pre-Industrial Era). Another strike against Public Schooling as a separate tech is its only exit point is Globalization, which is a little weak.
  • Tricks: Atheist moves to Psychology. School moves to Relativity. Relativity was the only Industrial Era tech with only two tricks. With this move, every Industrial tech has 3.
Armored Vehicles: This is another of the narrow military techs that I want to get rid of.
  • Tricks: Armored Car, Destroyer, and Early Tank move to Automobile. Early Destroyer is outright deleted. Destroyer's stats get reduced to Strength 36 and Speed 7. It's still slightly more powerful than Submarine, and before better subs can show up, the Missile Destroyer is on the scene.
Modern Art: I already deleted Romanticism and Realism and Modern Art should have already gotten the same fate. Art movements make poor technologies because of the trap they fall into. The only good tricks you can get out of them tend to be Wonders and maybe a Great Person. New artistic media (Sculpture, Oil Painting, Photography, Motion Pictures, Holographics) usually bring a building to the table which is much better.
  • Tricks: Cristo Redentor is moved to Propaganda. Bauhaus School is moved to Industrialism. Industrialism is pretty high on tricks right now, but I think Wonka Confectionaries is another good choice to send to the Modern Era. Modern Art Theatre is deleted. It's a second Globe close to the first (not a good thing) and the Industrial Era is overstocked on National Wonders. The Industrial Era has 18 NW and should only have 13 by weighted average. Removing Rubber Plant and Modern Art Theatre will get it closer to average. The culture bonuses to buildings are also deleted. I only included them to make the tech interesting and avoid "second verse, same as first" when I included the tech.
Rocketry: Industrial Era Rocketry, in my opinion, is "not ready for prime time". Bazooka can stay with Mechanized Warfare, and I don't have problems with moving Aluminum Co to the Modern Era. Just about everything that demands Aluminum is Modern Era.
  • Tricks: Missile moves to Aviation. Aluminum Co and the Rocketry name, icon, and quote move to the Modern Era replacing Advanced Rocketry.
Submarine Warfare: This tech squeaks by the two-trick-minimum rule by the thinnest of margins. It has to cobble together its second trick from a promotion and a unit that isn't available until half an era later (Missile Destroyer).
  • Tricks: Submarine moves to Radio. Sonar moves to Radar.
Guerilla Warfare: This tech doesn't make much sense without an actual Guerrilla unit. But I don't think we want any Hidden Nationality units either. This is better folded into other techs.
  • Tricks: Howitzer moves to Combined Arms. Combined Arms is a rename of Amphibious Warfare, combining multiple military units together under one tech. Combined Arms is used as a tech in other Civ games. In Civ2, it requires Advanced Flight and Mobile Warfare and enables Helicopters and Paratroopers. In Civ5, it requires Ballistics and Combustion and enables Tank and Anti-Tank Gun. Ambush I promotion moves to Mechanized Warfare. National Redoubt moves to Fascism, but I could also delete it completely.
Naval Aviation: I would have gotten rid of this a long time ago if it hadn't been for Seaplane. Seaplane is about the only thing keeping this above the 2-trick viability threshold. It joins Guerrilla Warfare under the Combined Arms banner.
  • Tricks: Carrier and Seaplane move to Combined Arms.

Other Deletions
I've already mentioned getting rid of Modern Art Theatre, Rubber Plant and Early Destroyer. The other two things that I want to get rid of are the Heavy Cruiser and the Landing Ship Tank. The Industrial Era is overloaded with naval units. We have three transport ships (Steamer, Transport, and Landing Ship Tank), three light warships (Iron Frigate, Early Destroyer, and Destroyer), three medium warships (Battlecruiser, Cruiser, and Heavy Cruiser), three heavy warships (Ironclad Battleship, Dreadnought, and Battleship), and three oddballs, two of which are the beginnings of lines (Ironclad, Submarine, and Carrier). I like having some of these ships, but not all. I think Heavy Cruiser is especially redundant and can be deleted. Landing Ship Tank is also too much too soon. Transport has barely any time to be usable, between Automobile and Amphibious Warfare. I will give Transport the stats of LST, so you get a nice upgrade at that point.

I'm pretty happy with this mix. I think I picked the best 40 technologies the Industrial Era has to offer. I did consider a couple other possibilities, but I think this is what I want to see.

I have not tried to recalibrate the research numbers. The new costing scheme is 3200 for the first column, increasing by 200 after. That's about 5% (4-6%, depending on placement) for each column. I could make the slope steeper. The current total base costs (the <iCost> in Civ4TechInfos.xml) is less than 70%. We could increase Industrial research times by almost 50%.
 
Rocketry is a BTS tech though isn't it? Strange seeing that being cut, but I see the logic behind it so don't have much a problem with it.

Good to see the Industrial Era finally being trimmed down; one of my biggest complaints with AND was when a nation was the first into that era. They basically were given free reign to mop up every World First and Wonder possible because they could tackle all the 5 ~ 9 turn techs while everyone else was stuck on the 20+ turn techs of the previous era.
After they've denied the world all the special goodies in the Industrial, only then would they return to cleaning up the techs they missed and possibly get a Tech Diffusion discount to boot.
 
Sounds good to me Vokarya. Just keep in mind that, although I've planned eras to last more or less same number of turns, I've left some more room in terms of turns from industrial era onwards. So if people are using Realistic Timescale with blitz speed for example (600 turns), each era should last 85 turns (+5 turns at the end), but research costs were balanced so that eras with less techs can last a little less while eras like industrial can last a little longer. Of course I can easily balance this with ResearchPercent once you're done with your changes on the tech tree without touching the actual tech costs, which I also think should increase while the game is advancing through eras.
 
My only issue is with the placement of School. It feels so odd, to be placed in a strictly scientific tech. I'd think you should move it to Psychology.
 
45°38'N-13°47'E;14288944 said:
Sounds good to me Vokarya. Just keep in mind that, although I've planned eras to last more or less same number of turns, I've left some more room in terms of turns from industrial era onwards. So if people are using Realistic Timescale with blitz speed for example (600 turns), each era should last 85 turns (+5 turns at the end), but research costs were balanced so that eras with less techs can last a little less while eras like industrial can last a little longer. Of course I can easily balance this with ResearchPercent once you're done with your changes on the tech tree without touching the actual tech costs, which I also think should increase while the game is advancing through eras.

You really should do that, because barreling through transhuman and researching up to 4 techs in 1 turn is just plain silly, especially when one doesn't want to play with realistic timescale.

My only issue is with the placement of School. It feels so odd, to be placed in a strictly scientific tech. I'd think you should move it to Psychology.

Yeah, agreed.

But apart from those, everything vokarya's saying sounds good.
 
You really should do that, because barreling through transhuman and researching up to 4 techs in 1 turn is just plain silly, especially when one doesn't want to play with realistic timescale.

It happens precisely because you're not using Realistic Timescale. Try a game with it enabled, game looks a lot more balanced. I will balance it anyway, but I suggest you try that option.
 
45°38'N-13°47'E;14289101 said:
It happens precisely because you're not using Realistic Timescale. Try a game with it enabled, game looks a lot more balanced. I will balance it anyway, but I suggest you try that option.

I did in a game session when I played as Nefertiti; it indeed was more balanced, as I didn't barrel through the tech tree like a wrecking ball. My concern is how by disabling a random option, you can debalance a game so easily, so I'm looking forward to seeing you balance it out for players who don't want to play with Realistic Timescale.
 
Rocketry is a BTS tech though isn't it? Strange seeing that being cut, but I see the logic behind it so don't have much a problem with it.

I said this before, but actually Rocketry is going back to the Modern Era and giving Advanced Rocketry the boot (I don't like a tech with Advanced in its name; we should find something more concrete). In regular Civ4, Rocketry does a lot; it's got Gunship/SAM Infantry, Guided Missile/Tactical Nuke/ICBM, Attack Sub, Apollo Program, and Aluminum Co. Our Rocketry will have a lot of that, plus more nuclear stuff (Missile Lab, Warhead Factory, MAD civic, but not Apollo). Fission and Rocketry are two techs where almost all the tricks revolve around nuclear weapons.
 
I said this before, but actually Rocketry is going back to the Modern Era and giving Advanced Rocketry the boot (I don't like a tech with Advanced in its name; we should find something more concrete). In regular Civ4, Rocketry does a lot; it's got Gunship/SAM Infantry, Guided Missile/Tactical Nuke/ICBM, Attack Sub, Apollo Program, and Aluminum Co. Our Rocketry will have a lot of that, plus more nuclear stuff (Missile Lab, Warhead Factory, MAD civic, but not Apollo). Fission and Rocketry are two techs where almost all the tricks revolve around nuclear weapons.

Ah I must have missed that then :p
 
As far as the Modern and Transhuman Eras go, I don't have to do as many cuts. The Industrial got the most cuts because it was the largest era overall.

The Modern Era is 45 techs, so it only needs 5 removals to get down to 40. There are at least 9 techs that I wouldn't mind removing, so it's a matter of picking out 5 weak techs to get the axe. What I am actually looking to do is cut 6 techs to make room for one new tech: Synthetic Fibers. This would allow Modern Infantry (moved up from Manufacturing, making a bit more space between Infantry and Modern Infantry), Modern Paratrooper (moved down from Modern Warfare, making MW less trick-heavy), and Emperors Clothing (moved up from Assembly Line, switched over to gold production rather than Culture; Fashion House becomes the "haute couture" and Emperors Clothing is "mass market"; I'd like to have more Modern Era corporations and differentiate some of the existing corps).

The Transhuman Era is 52 techs, but I don't think I can cut it down all the way to 40. Here I am more looking to evaluate each tech and decide if it can be merged into other techs without too many issues. I have a few good candidates.
 
Here is one place where I want to do some cutting. The genetic technologies in the late Modern and early Transhuman Era are too specific for my taste. I would like to cut some of them to make the resulting techs stronger and more plausible.

The starting point is these six technologies, four Modern Era and two Transhuman:
  • Genetics (+1 health, Human Genome Project)
  • Gene Manipulation (+1 health, Sanitize, +yields from improvements, BBM unit)
  • Biomaterials (Great Engineer, Biofuel Refinery, +yields from improvements)
  • Cloning (Superhuman, Clones, Automatons, Cyborg, Cloning Laboratory, Cloning Factory, First Cloned Mammal, Pleistocene Park)
  • Replacement Organs (+1 health, Organ Bank)
  • Regenerative Medicine (Genetic Soldier, Regenerator, Longevity)

I think we are over-optimistic on the placement of Cloning. Modern Era Cloning is a laboratory curiosity, not a mature tech. I also think that Biomaterials and Replacement Organs exhaust themselves with their tricks and don't have any room to grow. Furthermore, +1 health is very over-used. I really don't like to see it on techs other than Future Tech, where it is a reward for continuing to keep the Science slider up after finishing the tree. I can leave one shot of it, but I don't want to see it again and again.

So this is what I came up with.

Genetics requires Networking instead of Microprocessor. This pushes it up one level on the Tech Tree (Modern-7).
Genetics keeps the +1 health all cities and Human Genome Project. It picks up all of Gene Manipulation's and Biomaterials' yield bonuses. It also gets the Cloning Laboratory, renamed to Genetics Laboratory. Genetics Laboratory adds +8 science (flat) per turn. First Cloned Mammal is not required for Genetics Laboratory. This gives it a trick count of 4.

Genetic Engineering is a rename of Gene Manipulation. It requires Genetics + Knowledge Management. This puts it at Modern-8, which is nearly the last level of the Modern. The Modern Era has two "outlier" techs at level 9: Cloning and Cyberwarfare. I will probably drop Cyberwarfare by a level to remove the column.
Genetic Engineering gets the BBM, the Biofuel Refinery, the First Cloned Mammal, the Sanitize action, and the Organ Bank. Organ Bank is downgraded from a National Wonder to a building and only provides a health bonus to its city. We have enough National Wonders for the post-Industrial Era, but we need ordinary buildings. This gives it a trick count of 5.

Cloning is moved to the Transhuman Era. It requires at least Genetic Engineering + Micromechanics. Cloning allows Cloning Tanks (rename of Cloning Factory), the Superhuman civic, Clones, Cyborg (along with Cybernetics), Genetic Soldier, Longevity, and Pleistocene Park. This gives it a very strong trick count of 7. The Cloning Tanks are no longer required to train Automatons. They will be required to train Genetic Soldier and Super Soldier. Most of the things that required a Genetics Laboratory to build will instead require Cloning Tanks.

The Great Engineer from Biomaterials winds up at Modern Seismology. This was the most appropriate tech I could find with a low trick count.

Automatons get a concept shift. They won't be clones anymore; instead, they are cheap, human-shaped, remote-controlled robots. Instead of requiring a Cloning Factory, they require a Computer Network and Semiconductors to train.

Regenerator is moved up to Nanobotics. I think it is good to have a little more room before it shows up.
 
That seems like an interesting rework. Why is 40 the key number, rather than (say) 42?
 
That seems like an interesting rework. Why is 40 the key number, rather than (say) 42?
Because it would take 7,5 millions of years to explain that 42, while you only need this answer to explain that 40.
 
That seems like an interesting rework. Why is 40 the key number, rather than (say) 42?

Multiples of 10 have a sense of completion to me, like the whole work is well-thought-out and not just any number of ideas have been crammed together. I had more than enough cuts to get the Industrial below 50, so I thought I would see if I could go down to 40; since the Renaissance Era is only 35 techs, I really wanted those two eras closer together. Going lower would require more painful cuts (the next candidates for removal would be Telegraph, Photography, Relativity, and Radar; alternatives would be moving Corporation back to the Renaissance, or Consumerism, Plastics, or Refrigeration to the Modern). The Modern Era could go below 40, but I think I will stop there.
 
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