Under Construction - 48 New Techs - Problem with Civilopedia Images

Kal-el

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I have been spending some time looking over all the different mods that are out there and one area that seems to be missing is the addition of some new techs.

Well I am working on remedying that. I have put together a list of 48 new techs that I will be implementing in my mod (along with 38 new improvements, 16 new small wonders, 23 new wonders, and 29 new units, 4 new Governments, and 13 new resources (if I can get them to work) - these numbers are all subject to change).

Right now I am working on the tech tree and the question I have is, is it possible to have the right civilopedia images show up with the proper techs? Right now as it stands when I look at the civilopedia entry for The Wheel I get the image for Code of Laws (or some such thing).

Has anybody figured this out? I realize it is a minor problem and many people may not even care, but it would be nice if it would work. Any help would be appreciated.

Thanks.

Moderator, please put this thread in the creation & customization main thread. Thats where I meant to put it originally but somehow I managed to put it here. thanks.
 
I expect I will pilfer the good stuff :)

Possible techs: just off the top of my head and a few I was thinking of doing myself

Refridgeration - allows more cattle resources on map as refridgeration means they can be transported further to be provided to wider markets.

Geology - reveals certain resources early, bores a few people to death :p

Water Power - precedes the industrial revolution and provides cities next to rivers an early factory. Becomes obsolete with normal factories.

Black Death - upon invention of this tech make granaries obsolete for a while (till the tech after) and this way slow population growth. I am thinking myself how to implement this particular era of history in Europe/Asia.

Dark Ages: a tech that takes AGES to research and brings no benefits. Aim to re-create that period of history after the classical period where technological change slowed down considerably.

Fertilisers (off-shoot of chemistry and industrialisation -if possibe): reveals more grain/wheat-esq resource (I kinda have implemented this already!)

Wind Power: not thought this one through at all!

Crusaders: crusader unit for certain European civs for a short period of time...




I will give more when I've had some sleep and had a look at the tech trees of a few civ2 scenarios!
 
Television and Radio: makes people more susceptible to propaganda (or less considering it will be YOUR newsmedia they will listen to!)

Olympic Games: hmm a wonder/small wonder...or just hmm

BED KITTEN!
 
Well, I wasn't planning on posting the list but since you are throwing ideas out there, Kitten, here is the list that I have come up with along with what they do/allow/require.

Added Techs: new 48 (20 Changes to Existing Techs)
Ancient Era:
Farming – Starting Tech –Makes visible Wheat, Rice, and Vegetables – Starting tech for Expansionistic Civs
Domestication – requires the wheel – allows horseback riding – Can use livestock resources
Slavery – allows Slave Market, Requires Mysticism
Elephant Training – Allows Elephant Rider and Elephant Archer – Requires Polytheism and Domestication
Boat Building – Allows Mapmaking – Requires Pottery and Bronze Working - Allows Galley and Trireme
Drama – Allows Theater – Requires Literature and Philosophy
Tactics – Requires Iron Working and Writing - Allows Sun Tzu's Art of War
Weaving – Requires Domestication – Allows access to silks
Aristocracy – Requires Code of Laws – required for Monarchy
Seafaring – Requires Mapmaking – Allows Longboat
Change to Pottery – Requires Farming
Change to Mapmaking – Requires Boat Building
Change to Horseback Riding – Now requires Domestication
Change to Democracy – Rename Egalitarianism – Requires Philosophy and Code of Laws
Change to Republic – Rename Republicanism – Requires Currency and Code of Laws
Change to Monarchy – Rename Divine Right – Requires Aristocracy and Polytheism

Middle Ages:
Agriculture – Literature and Horseback Riding – Allows Irrigation – Requires Feudalism
Stirrup – Starting Middle Ages Tech– Required for Chivalry – Allows Knight
Clockworks – allows improvement town clock and Big Ben Wonder – Requires Invention
Explosives – Requires Chemistry
Strategy – Allows Military Academy – Requires Gunpowder and Education
Leadership – Requires Strategy and Stirrup – Allows Dragoons
Jurisprudence – Requires Education
Guilds – Requires Feudalism
Mercantilism – Requires Education
Textiles – Requires Invention – Allows Textile Mill
Modern Legal System – Requires Federal Republic – Allows Prison and Supreme Court
Fundamentalism – Allows Govt. of Same Name – Requires Theology
Social Contract – Allows Constitution – Requires Printing Press and Jurisprudence
Federalism – Allows Govt. Federal Republic – Requires Social Contract and Economics
Change to Chivalry – Requires Monotheism, Stirrup and Feudalism
Change to Invention – Requires Agriculture and Engineering
Change to Education – Requires Guilds and Theology
Change to Metallurgy - Now requires both Leadership and Explosives
Change to Magnetism – Requires Navigation and Physics
Change to Banking – Requires Mercantilism

Industrial Age:
Emancipation – Requires Steam Power – Allows Emancipation Proclamation
Legalized Gambling – Requires Radio Allows Casino
Pharmaceuticals – Requires Scientific Method – Allows Drug Store
Motion Pictures – Allows Movie Palace and Hollywood – Requires Electronics
Mass Media – Allows TV Tower – Requires Radio and Corporation
Civil Liberties – Requires Radio and Emancipation – Allows Civil Rights Movement
Refrigeration – Requires Electricity and Corporation – Allows Supermarkets
Guerrilla Warfare – Requires Espionage – Allows Partisan
Unionization – Requires Marxism – Allows Labor Union
Automobile – Requires Mass Production, Required for Mobile Warfare – Allows Troop Transport
Socialism – Allows Govt. Social Democracy – Requires Marxism and Civil Liberties
Totalitarianism – Requires Nationalism – Allows Communism with Marxism, Fascism with Corporation – Allows Police Station
Marxism – Requires Industrialization; allows Communism with Totalitarianism – Allows Union Workhouse
Fascism – Allows Govt. Fascist State – Requires Totalitarianism and Corporation
Change to Communism – Allows Govt. Communist Regime – requires Marxism and Totalitarianism
Change to Automated Transportation – Renamed Mobile Warfare – Requires Automobile
Change to Steam Engine – Doubles Work Rate, Allows Laborer
Change to Radio – Doubles Work Rate, Allows Engineer and Radar Station
Change to Medicine – Allows Hospitals
Change to Sanitation – Allows Sewage Treatment Facility

Modern Era:
Advanced Tactics – Requires Computers and Synthetic Fibers – Allows Special Forces
Game Theory – John Nash’s Governing Dynamics - doubles output of all economic buildings – Requires Fission
Machine Tools – Beginning Modern Tech – Required for Computers and Roller Coasters
Roller Coaster – Requires Machine Tools
Plastics – Requires Rocketry – Required for Recycling, Synthetic Fibers, Space Flight – Allows HumVee
Pesticides – Requires Ecology – Allows Modern Farm
Data Encryption – Requires Computers – required for E-Commerce
E-Commerce – Requires Data Encryption and Game Theory – Allows Global E-Bank, increases commercial buildings
Change to Recycling – Requires Plastics and Ecology
Change to Space Flight – Requires Plastics
Change to Synthetic Fibers – Requires Plastics


Refridgeration - allows more cattle resources on map as refridgeration means they can be transported further to be provided to wider markets.

How would you go about doing this? Would you add additional resources?

Black Death - upon invention of this tech make granaries obsolete for a while (till the tech after) and this way slow population growth. I am thinking myself how to implement this particular era of history in Europe/Asia.
Why would anyone want to discover it? I guess you would have to make it a starting tech and a requirement for anything after it.

Dark Ages: a tech that takes AGES to research and brings no benefits. Aim to re-create that period of history after the classical period where technological change slowed down considerably.

Since the longest any tech can take to discover is 40 turns, I think you would have to have multiple Dark Ages techs in order to really simulate the effect.

Fertilisers (off-shoot of chemistry and industrialisation -if possibe): reveals more grain/wheat-esq resource (I kinda have implemented this already!)

I think I will rename my Pesticides Tech to Fertilisers. Thanks for the idea.
 
Good point about the Dark Ages tech...as for the Black Death and Dark Ages tech you would HAVE to research it :D

I was able to do refridgeration (not with a separate tech though) for my World Map as I gave areas such as S.America cattle (slight change to name meant to me unnoticed) which represent how it came to pass that these areas were great for ranging once the meat could be frozen and exported (Urguary had a huge plant for doing this to Argentinian beef!).


I would replace Agriculture with something like "crop rotation" as agriculture has been around for ages.
 
the beauty is that I have all the wondersplash images and all the civilopedia text already done.

all that's left is reworking the tech tree, the ancient times is already done save the arrows, man that takes a long time, and inputting all the buildings and doing the pediaicons stuff. granted that's a lot of stuff left to do, but with all, or most of the thinking out of the way, the process should go more smoothly.
 
I was able to do refridgeration (not with a separate tech though) for my World Map as I gave areas such as S.America cattle (slight change to name meant to me unnoticed) which represent how it came to pass that these areas were great for ranging once the meat could be frozen and exported (Urguary had a huge plant for doing this to Argentinian beef!).

I don't understand.:confused:

what did you do with refrigeration?

agriculture was originally agricultural revolution, but when i got around to working on the tech tree I thought it would be better to have a shorter name. so as to take up less space in the tree.
 
I always wondered why Internet was not a technology. As a followup technology you could add email.

Just brainstorming. . .

Internet could allow building the World Wide Web (great wonder)
Email could provide and embassy with all Civs

World Wide Wonder would increase commerce all cities. . .

Just a thought
 
Internet could allow building the World Wide Web (great wonder)

actually that was already the plan, sort of. check out my doublle your pleasure mod thread. It is a list of all the changes that i intend to implement, whenever I get the time. right now, its me and Axid working on it so with his help it should be finished more quickly than if it was just me.
 
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