Anon Zytose
Time Traveler
- Joined
- Apr 18, 2006
- Messages
- 141
Due to recent discussion in the Cottages thread, I think it's about time this got its own thread.
I personally see the technology tree as the backbone and foundation of pretty much any of these turn-based empire-building games. The extent of what's possible grows from it. And if there's anything I can get myself to focus on in this mod, it's this.
One step to take is to determine every application and tech-derived bonus to exist in the game, and get an idea of an order of when they may tend to show up.
Another step is to figure out what sort of technology would go into each of the facilities and projects and unit components and acts of terraforming, then place same-era applications involving the same kinds of technology into small groups (mostly pairs). In many cases we'll need to define and understand each and every tech advance to go into the game.
Then, of course, there's the effort of organizing all the tech advances so they have reasonable prerequisites, tend to show up at reasonable times, and so that the average number of advances available at any given time is generally some comfortable value like 6.
This post is probably still under construction.
I personally see the technology tree as the backbone and foundation of pretty much any of these turn-based empire-building games. The extent of what's possible grows from it. And if there's anything I can get myself to focus on in this mod, it's this.
One step to take is to determine every application and tech-derived bonus to exist in the game, and get an idea of an order of when they may tend to show up.
Another step is to figure out what sort of technology would go into each of the facilities and projects and unit components and acts of terraforming, then place same-era applications involving the same kinds of technology into small groups (mostly pairs). In many cases we'll need to define and understand each and every tech advance to go into the game.
Then, of course, there's the effort of organizing all the tech advances so they have reasonable prerequisites, tend to show up at reasonable times, and so that the average number of advances available at any given time is generally some comfortable value like 6.
This post is probably still under construction.