Tech-tree

V. Soma

long time civ fan
Joined
Apr 13, 2004
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Hungary
I pasted it together
 

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not really... but you can't read labels anyway...
but I guess you can see the many variatons of "routes"
(I wanted to fit it into one screen...)
 
Here is my attempt to clear up first part of the tree
 

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  • Civ IV tree to Theology.JPG
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Some parts look weird.
Writing => Alphabet => Literature ?
Animal taming => Writing ?
Mysticism => Masonry ? (maybe for temples, but anyway)
But I couldn't have done better, I wouldn't have given anything.
 
mastertyguy said:
Animal taming => Writing ?

You know that old adage "put a hundred monkeys in a room with typewriters for 100 years and they will write the complete works of shakesphere"? - well, they do have to be trained monkeys to work the typewriters correctly, so... tame your monkeys and viola, in 100 years you have the complete works of shakesphere. Of course, you have to invent the typewriter first. :p
 
You have to remember that you only need ONE of a prerequisite tech for cIV (e.g., Fishing OR Agriculture is required for Pottery).
 
They probably thought that in America, the wheel has never been used (= invented), so it makes sense it is optional (if it really is in the end).
And in addition, everything is optional, as Jaybe said.

I'm a bit afraid that we will once again rush through the tech tree (especially the war mongers), because the techtree seems a bit small to me, and we don't have to have all the techs... hmm.

We'll see, it's too early to think of things like that. mitsho

EDIT: On second look: There are some techs in this tech tree that have no prerequisites and are quite far right in the tree. Does this mean that
-> the simply haven't completed the tech tree or
-> not all prerequisites are shown in the tech tree by lines (but by something else)
-> they have other requirements (such as having a resource or built x buildings of that type, etc.?
-> they can be researched from the start, but have for a long time nothing to update, for example the Wheel (unlikey, isn't it?)

btw. Thanks to Soma for the great work he did, :top:
 
Pentium said:
The Wheel is a bit lonely there. Is it optional?


Probably gives a pretty important economic & movement bonus, though :lol:


Mathematics + Wheel should probably give some Advanced Mathematics, or maybe Wheel could be a prereq to Astronomy.
 
Actually, I'd read it'd been found that the wheel had also been invented in America, but never capitalized on. Many many 'wheel' toys had been found.

mitsho said:
They probably thought that in America, the wheel has never been used (= invented), so it makes sense it is optional (if it really is in the end).
And in addition, everything is optional, as Jaybe said.

I'm a bit afraid that we will once again rush through the tech tree (especially the war mongers), because the techtree seems a bit small to me, and we don't have to have all the techs... hmm.

We'll see, it's too early to think of things like that. mitsho

EDIT: On second look: There are some techs in this tech tree that have no prerequisites and are quite far right in the tree. Does this mean that
-> the simply haven't completed the tech tree or
-> not all prerequisites are shown in the tech tree by lines (but by something else)
-> they have other requirements (such as having a resource or built x buildings of that type, etc.?
-> they can be researched from the start, but have for a long time nothing to update, for example the Wheel (unlikey, isn't it?)

btw. Thanks to Soma for the great work he did, :top:
 
I think that what this shows is that the tech tree-and civilopedia-are probably the last things that they are working on, so I reckon the tech tree with look MUCH larger than it appears thus far. Actually, I think I remember seeing somewhere that the number of techs is almost identical to that from
Civ3 Conquests.
I do miss eras, though, and felt it did act as a good 'chokepoint' to prevent warmongers from merely rushing through the tech tree. Perhaps, though, it would have been better to tie the eras-not to prerequisite techs-but to a certain degree of social and economic development?
Also, how will you be able to 'play in later eras', if eras aren't in the game any more? I confess I am a little confused by that contradiction.

Yours,
Aussie_Lurker.
 
Notice the way the tech tree is spread across columns? Maybe they are allowing you to play "later eras" by selecting which column you want to start at?

Anyway, looking at the tech tree, it would be very silly to focus on the military techs in the bottom row. I've noticed that there are military techs elsewhere in the list and, as culture and so forth might mean something in this game, one could not hold on to their conquests by sheer military superiority.
 
where can i find the pics to the tech tree? really small pics are hard to see the details in them.
 
ThePrankMonkey said:
where can i find the pics to the tech tree? really small pics are hard to see the details in them.

That is why I could only come up with this amount. I tried to get the later part of the tree, too, but I had no other help for THAT but the video, which is indeed POOR quality...
 
There are overall 85 techs in the tree posted above, give or take 2-3. That's about the same number as in the civilopedia screenshot.

Looks like the full tree.

(Incidentally, my count for Vannila C3 is 17 modern, 22 industrial, 22 medieval, 21 ancient for, overall, 82 techs, +fascism and ironclands, -radio in C3C, for 83 techs)
 
I think that the number, 85 techs is enough, or CAN be so.
All depends on balancing.
I think the tree is very important part of the gameplay,
Soren called it "the backbone".
The tree should be kind of ready by now, how can you test a game(play)
without a proper tech-tree? And in the summer beta testing begins.


On the part-tree I gathered, there are 38 techs.
One can wonder the possibilities:

1.
Wow, you can rush to THEOLOGY in 4(!) techs:
Mysticism - Plytheism/Medtitation - Monotheism - Theology.
Yeah, becoming a religious superpower of the world!
But oh, just where is my military to support me??? :eek:

Ok, lets get some miitary AND religious power (Theology):
This means to add 2 (Bronze W.) or 3 (up to Iron W.) techs,
this means 7 techs.
Oups, but then I just stuck with the basic Civics??? :cry:

No, I need at least Monarchy...
That means again 1 plus tech - but the best would be
to get Civil Service, so not 1 but 3 plus techs: 10 techs in total...

But then, what about diplomatic possibilities...?
I guess I would need Writing and later Code of Laws... errr...

2.
Let's get brutal and be military might! :D:
I want archers, horses, spears, swords, some catapults...
To get them all, I need
Hunting, Archery, Bronze W., Iron W., Machinery...
a total of 7 techs.

Again, I definitely want some better government...
to get Civil Service and Monarchy: plus 6 techs,
a total of 13 techs(!)

* * *

The above thoughts are just experimentaing,
but I think this tree-structure can work...
I hope they will TEST it all the way down and up
for BALANCE...
 
I don't really like how only one prerequisite is required for each tech. This could theoretically lead to exploits - such rushing along one research path, to get some key tech (such as gunpowder or something) and then wiping out everyone while they still have spearmen. Of course I hope there will be a mechanism to stop such exploits.
 
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