The tech tree looks good so far
My only question -- and this cuts to the heart of history, historiography, anthropology, et. al. -- is, Do you think the Aztecs would ever have developed the Republic?
-Oz

-Oz
Dom Pedro II said:Btw, it's good to see you again, ozy.![]()
Dom Pedro II said:The biggest problem I'm finding with this mod is that so many of the aspects of these societies that are really the only things to make advances out of are hard to simply sum up with one descriptive noun or term.
ozymandias said:Some VERY random thoughts ...
A unique Improvement for Islam might be the Ribat, which was a sort of warrior-monastery mosque in northwest Africa.
Given your goals, I'd be inclined to (1) give each Civ an Era=None unique tech (2) have Advances be generic, and (3) derive as many Civ-specific improvements as possible from the generic advance -- e.g.:
"Advance" is "Military Culture" which allows the Japanese to "build" Bushido which generates Samurai and "Umtshiza" which generates some other Civ-specific military unit.
Likewise "Code Of Law" might allow the building of both Hammurabi's Code and the Magna Carta (yes, of course the latter came far after the former, but the dark ages did tend to knock civilization back on its heels rather a bit, and if you're starting England and the Babylonians at the same time, you've no right to complain).
In my own personal mod I also have an advance called "National Art Form" to summarize those unique artforms (from Drama to Gamelan, etc.) with which a culture defines itself. I use it to allow a Civ to build a Shakespeare's Theater equivalent, but you could just as easily use it for Haiku, Beadwork, and Drama etc.
-- I'll continue if this is the sort of help you're looking for.
-Oz
Justinian I said:Hey I've got a question: How do the tech trees look different for each civ? Or are they simply there to look at even if you can't get them...which of course means that the civ specific tech can't be required for era advancement...How do you plan on working around this (I assume you're not going to make 31 different mods), as those seem pretty important! I wish I could help, but I don't know any suggestions.
Justinian I said:Oh, that's pretty cool, then! To counter the rush through the tech tree, you could make the mutual techs more expensive...but then maybe the AI would go for them too quickly, but if you make them less expensive, a human will rush through, like you said...I think this mod is perfect for multiplayer with individual techs, but I'm not sure the AI will handle it like you want.
Correction, not individual techs, civ-specific techs
Justinian I said:From my experience the AI goes for more expensive techs, and that's what your advisor suggests...I could be mistaken, of course...just keep testing!