First, most techs are divided into several key areas. These are: Seafaring, Agricultural, Industrial, Commercial, Militaristic, Religious, Scientific. Yes, these correspond to the civ3 traits. This is intentional.
Using the civ3 ancient techs as a model (as a *model*, these aren't set in stone), these would be placed as follows:
For all but the religious and scientific techs, these are researched normally, with the following exception:
Each tech in a given category gives a 5% bonus to any tech research made in the same category.
Religious and scientific techs are NOT researched directly. You have no control over their research. Instead...
Civs with one of the main tech traits get a 20% bonus to research in that trait. Civs with scientific get a 10% across the board bonus (except scientific/religious trait techs). Religious civs get no research bonus. In a game where civ traits have been disabled, this paragraph will of course become irrelevant.
Note that all bonuses listed here are added together; they are not compounded like city improvement bonuses. Having 2 relevant techs plus the relevant civ trait results in all beakers being multiplied by (1 + 0.2 + 0.05 + 0.05 = 1.3), not (1 * 1.2 * 1.05 * 1.05 = 1.323).
Next, while most techs will require the standard 0-2 techs as a prērequisite, there should be additional requirements in some cases. You can't study horse riding if you don't have horses, or how to work iron without a source of iron. This does of course imply that the resources will appear a tech or two before they do in civ3. Also, because some techs will have prereqs from a different tree, research will be more compicated.
Using the civ3 ancient techs as a model (as a *model*, these aren't set in stone), these would be placed as follows:
- Expansionist - the wheel, horseback riding
- Seafaring - map making
- Agricultural - pottery
- Industrial - construction, masonry
- Commercial - currency, code of law, mathematics
- Militaristic - bronze working, iron working, warrior code
- Religious - ceremonial burial, mysticism, polytheism
- Scientific - philosophy, alphabet, writing, republic, literature, monarchy
For all but the religious and scientific techs, these are researched normally, with the following exception:
Each tech in a given category gives a 5% bonus to any tech research made in the same category.
Religious and scientific techs are NOT researched directly. You have no control over their research. Instead...
- You accumulate one 'beaker' per population point in your empire.
- You also accumulate beakers for population points in allied nations (1/2 rate), trading partners (1/4 rate) and civs known to exist (1/10 rate). Only known populations count. If you only have information about half a foreign empire, only that half counts.
- Science type city improvements can multiply any beakers going towards science techs. Religious improvements can multiply improvements going towards religious techs.
- The exact ratio of religion:science beakers produced corresponds to teh % of income devoted to science research. This models teh way that strongly religious societies can gain religious techs but simultaneously stunt scientific research (both regular research and the scientific trait techs get stunted in this model).
- At any given moment, a civ will have 3 techs being researched simultaneously; a player-chosen normal tech, a randomly chosen scientific trait tech, and a randomly chosen religious trait tech.
Civs with one of the main tech traits get a 20% bonus to research in that trait. Civs with scientific get a 10% across the board bonus (except scientific/religious trait techs). Religious civs get no research bonus. In a game where civ traits have been disabled, this paragraph will of course become irrelevant.
Note that all bonuses listed here are added together; they are not compounded like city improvement bonuses. Having 2 relevant techs plus the relevant civ trait results in all beakers being multiplied by (1 + 0.2 + 0.05 + 0.05 = 1.3), not (1 * 1.2 * 1.05 * 1.05 = 1.323).
Next, while most techs will require the standard 0-2 techs as a prērequisite, there should be additional requirements in some cases. You can't study horse riding if you don't have horses, or how to work iron without a source of iron. This does of course imply that the resources will appear a tech or two before they do in civ3. Also, because some techs will have prereqs from a different tree, research will be more compicated.