The Age of Despair: Tech Tree Design

Isn't destruction of Infernals going to be ultimate goal? Why research trade after this is done? (More so having trade routes with everyone else mean no war anymore.)

well its like a after the depression going into recovery mode... but your right it would be boring :p

regarding the Daemon line of techs, there seems to be a number on the lines of banishing/hunting/killing them....but perhaps there should also be the route - particularly for Keelyn - to bind them to your service?

Indeed, perhaps there could be a schism in the Daemon line where you can choose to either go the route of Banishing or Binding Daemons?

thats a good idea.
 
Yeah, that is a good idea, binding Deamons instead of banishing

im not so sure it is possible to have techs only be researchable after certain game conditions are met...

You could have events that create "buildings", which can be requirements for techs.
 
we certainly could use the technomod, ill have to wait for the techno mod to be finished though, im no good at merging mods(unless you are ;) )

also we need to seriously consider if we will have any new resources. razorweed and gulgarm fruit, toads, nightmares and sheut stones are the only hell resources i know of. and also which techs will unlock them and how they will be used.
 
How about you create multiple "ruins" improvements, such as Elven Ruins, Dwarven Ruins, Amurite Ruins, etc all scattered across the map, perhaps representing the pre-invasion spread of various civs. At Scavenging these ruins could be made to provide hammers, coins, and food, (dwarven ruins might provide hammers, malakim ruins commerce, etc)

These ruins could also give access to dummy resources (Elven knowledge, Elohim teachings, etc.) that would help research with certain techs (eg. Elven knowledge might help in the hunting and survival line). Amurite ruins might also act like mines, and have a random chance of spawning mana (refelcting the propensity of Amurites to settle near mana sources)
 
How about you create multiple "ruins" improvements, such as Elven Ruins, Dwarven Ruins, Amurite Ruins, etc all scattered across the map, perhaps representing the pre-invasion spread of various civs. At Scavenging these ruins could be made to provide hammers, coins, and food, (dwarven ruins might provide hammers, malakim ruins commerce, etc)

These ruins could also give access to dummy resources (Elven knowledge, Elohim teachings, etc.) that would help research with certain techs (eg. Elven knowledge might help in the hunting and survival line). Amurite ruins might also act like mines, and have a random chance of spawning mana (refelcting the propensity of Amurites to settle near mana sources)

i really like this idea. Thomas?
 
As do I...

I had started creating individual unique features to represent the individual cities or wonders (garden's of splendor, ctacomb libralus, Kwythellar, etc ) to give specific bonuses and be great lairs, but generic Civ ruins are a good (better) idea... or perhapes both used in conjunction.
 
oooooo using the old world wonders as unique features is a great idea!!! we would need new ones then though... id like to bring the great wall (with a twist) back in , i immagine that such a barricade to deamons would be quite sought after...
 
Could you bring back the Civ 2 feature of stealing a technology on city capture? That way the player would be able to get some of the Infernal techs without having to research them. It would also give an incentive to betray your neighbor (opening yourself up to an Infernal counterattack...)
 
Could you bring back the Civ 2 feature of stealing a technology on city capture? That way the player would be able to get some of the Infernal techs without having to research them. It would also give an incentive to betray your neighbor (opening yourself up to an Infernal counterattack...)

thats shouldnt be too hard. i think we brougtht it back in the warhammer mod (unless that was just discussion) so i dont see why not now.
 
How about having techs be tied to the Armegedoon counter?

When AC > 50, everybody forgets about farming, but at the same time it opens up for hellsurvivial technologies :)
 
maybe have all those techs but have it so that you start with the basic ones to represent basic knowlege.

also with the ruin ideas, it should either spawn units unique to that civ (at least for amurites, finding a mage locked up in a tower) or discover techs that can only be researched by visiting that ruin, such as a tech related to amurite lore from amurite ruins (i use amurites because i haven't looked at the civ list in a while and they're the only ones i remember being absent)
 
Back
Top Bottom