Years of Rice and Salt - Based on the novel by Kim Stanley Robinson

I'm starting to rework the tech tree for this scenario. If you have
any suggestions for techs post them here. I would like to
have different development paths for the Islamic powers
vs. Far East vs. the New World. I was reading some where that
this is possible. If anyone has any insight on how this would work
I'd be grateful.

I've been doing some research on the development of early
gunpowder weapons by the Chinese. It turns out that the
early Chinese war rockets were called "fire arrows", named
after an earlier weapon. If anyone can tell me what the Chinese
words for "fire arrow" are I'd appreciate it.
 
I'm starting to rework the tech tree for this scenario. If you have
any suggestions for techs post them here. I would like to
have different development paths for the Islamic powers
vs. Far East vs. the New World. I was reading some where that
this is possible. If anyone has any insight on how this would work
I'd be grateful.

Make three (or more, if needed) techs, which have their era set to "none". This means that techs in any era can require these three techs, but any tech which requires one of these era=none techs can only be researched if the era=none tech(s) have been given to the researching civ at the beginning of the game.

One thing which could be useful for you to know, as well, is that if a tech is required to go on to the next era, it is only required by those who need to research the tech, so if you had the tech "Islamic Learning", which was required and needed the era=none tech "Islam", then non-Islamic civs would not need to research this tech :)

A final point I'll make is that you have to make sure each era=none tech matches up on the tech tree with another era=none tech available to a different faction, as you can only have one set of arrows per era.
 
Make three (or more, if needed) techs, which have their era set to "none". This means that techs in any era can require these three techs, but any tech which requires one of these era=none techs can only be researched if the era=none tech(s) have been given to the researching civ at the beginning of the game.

One thing which could be useful for you to know, as well, is that if a tech is required to go on to the next era, it is only required by those who need to research the tech, so if you had the tech "Islamic Learning", which was required and needed the era=none tech "Islam", then non-Islamic civs would not need to research this tech :)

A final point I'll make is that you have to make sure each era=none tech matches up on the tech tree with another era=none tech available to a different faction, as you can only have one set of arrows per era.

Virote_Considon:
Excellent, that explains it, thanks a lot!
 
Any suggestions for:
1. leader name
2. capital city
3. unique unit
4. wonders
5. Civ characteristics (agricultural, commercial, etc..)

(1. Leader Name) Depends on whether you are using Historical People.
(2. Capital City) Could be Algiers, Tunis, Córdoba, or Granada.
(3. UU) Moroccan Musketeer, Barbary Corsairs, Etc...
(4. Wonders) Mezquita de Córdoba.
(5. Civ Characteristics) Commercial, Seafaring.
 
(1. Leader Name) Depends on whether you are using Historical People.
(2. Capital City) Could be Algiers, Tunis, Córdoba, or Granada.
(3. UU) Moroccan Musketeer, Barbary Corsairs, Etc...
(4. Wonders) Mezquita de Córdoba.
(5. Civ Characteristics) Commercial, Seafaring.

Redwall:
Remember al-Andalus wa de-populated by the plague and is just
starting to be resettled at the start of the scenario, Cordoda and
Granada are ghost towns, so the capital must be in N. Africa (also
to counter-balance the Arabs).

Historical names of key people from the 1400s are needed (N. Africans
only).

Thanks for the wonder link, I will check it out, but what I really need are
wonders in N. Africa.
 
Another Civ that should probably be added is the Safavid Empire/Persia.
They are mentioned in almost every part of YRS, from Book One, to Book Ten.
 
It might be worth looking at Plotinus' mod The Desert & The Mountain.

That's a good a idea, works very nicely for the city list. But as my scenario
starts 400 years later most of the leaders will be already dead.

I think Algiers would be the best spot for the capital. At that time Algiers
was ruled by a Marinid, Abu Said Uthman.
 
I've done a lot of work on the tech tree for this one.

There will be 4 eras:
1. The Awakening 1410-1622 AD
2. The Age of Great progress 1622-1912
3. The Long War 1912-1978
4. The First Years 1978-2010

Using the helpful advice of Virote_Considon I made the techs
vary slightly based on the religion of the civ. For the Islamic Ottomans;
the first era looks like this:
 

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The Islam-specific techs are on the bottom row:
Islamic Theology -> Islamic Education -> Islamic Theocracy

For the Inca (who worship Inti) the tech tree looks different, as shown below.
The religion specific techs allow different improvements:
With Islamic Education you can build a Madrasah.
With Inca Education you can build the Yachaywasi (a type of administrative school).

If anyone has any expertise on any of these cultures and languages
(see post 1 for a list of the civs involved) I would like the hear from you.
This project is going to require extensive research.

BTW - That's Mecca in the background, inspired by the name of the chapter
"Haj in the Heart".
 

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I been doing more work on this scenario recently. The tech tree for the second
age is finished (see below, this one is for Iceland). The civ count is up to 18
with the addition of the Safavids, the Kingdom of Mali and Polynesia.
 

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One of the most challenging aspects of this scenario has been how to simulate
the effects of old world disease on the new world civs. This is what I came up with.

Several of the old world civs start off with small colonies in the new world. Each
of these colonies has a small wonder called old world disease. The small wonder is
unbuildable, so only the the original colony towns will ever have them, no more
can ever be built. And if the colony is captured, small wonders are automatically
removed.

The old world disease small wonder auto-produces the smallpox unit represented by
the Iluminati Cultist graphics ( I was hoping for a Grim Reaper but none exists at
present). The smallpox unit is invisible and has hidden nationality and will wreak havoc
on the new world civs until it's production ceases, when the small wonder is rendered
obsolete by the discovery of medicine.
 

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These are not already built at the start of the scenario:
Pu'ukohola-Heiau - Tech required:advanced Mamalhoe (Unique to Polynesian) - Effects:+1 happy in all cites, +50% luxury output, tourist attraction
Iwang's Calculus - Tech required:Higher Mathematics - Effects:doubles research output, gain any advances owned by 2 civs
Kalid's Laboratory - Tech required:advanced Physics - Effects:Halves unit upgrade cost, tourist attraction
Theory of Evolution - Tech required:advanced Biology - Effects: 2 free techs, tourist attractions
End of Alchemy - Tech required:Chemistry - Effects:doubles research output, gain any advances owned by 2 civs
Electric Lighting - Tech required:advanced Electricity - Effects:+50% research output, 2 free advances
Transcontinental Railroad - Tech required:Railroads - Effects:+1 tade in each trade tile, increases luxury trade, tourist attraction
The League of All Peoples - Tech required:advanced:Fission - Effects:allows diplomatic victory, tourist attraction
The Three Gorges Dam - Tech required:Electronics - Effects:hydro plant in all cities on the same continent
Lisibi's Accelorator - Tech required: Atomic theory - Effects:+50% research output, 2 free advances.

Splashes below are for:

1 Electric Lighting
2 Transcontinental Railroad
3 Sayyed's Telescope
 

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