Oh, and you don't need computers, plastics, machinery or even the knowledge of combustion either.
So how exactly are we pulling off that feat of technology? Even a wooden catapult is outside of our knowledge if you beeline directly for Satellites. So is gunpowder, so a giant space cannon is out. I guess we use the world's largest slingshot? I don't envy our hypothetical civ's Neil Armstrong!
I think it's high time Firaxis took another look at the tech tree, which has remained pretty static since vanilla. So much of it makes no sense whatsoever, mainly because of the prioritization of "streamlined UI" over logic or historicity. The devs were clearly deathly afraid of lines in the tech tree crossing over one another, so anything at the lower side of the tech tree screen can never affect the top side.
Civilization IV solved this easily by having secondary requirements for many techs, shown as icons in the top right corner of the technology on the tech tree. That way it could be ensured that ridiculous skips like this wouldn't happen. Meanwhile, attempts at reducing beelining in Civ VI have amounted to adding extra connections between unrelated techs just because they're next to eachother on the tree, such as how Military Tactics is now a requirement for Mass Production. The devs probably think it looks more elegant, but in reality it just looks stupid.
There are mods that seek to fix these issues, but because of how the tech tree works in its current state, those mods just become an unreadable mess of overlapping lines. We either need diagonal lines which would be easier to follow on the screen, or Civ IV's system. It'll probably never happen, but I had to voice my frustrations anyway.
So how exactly are we pulling off that feat of technology? Even a wooden catapult is outside of our knowledge if you beeline directly for Satellites. So is gunpowder, so a giant space cannon is out. I guess we use the world's largest slingshot? I don't envy our hypothetical civ's Neil Armstrong!
I think it's high time Firaxis took another look at the tech tree, which has remained pretty static since vanilla. So much of it makes no sense whatsoever, mainly because of the prioritization of "streamlined UI" over logic or historicity. The devs were clearly deathly afraid of lines in the tech tree crossing over one another, so anything at the lower side of the tech tree screen can never affect the top side.
Civilization IV solved this easily by having secondary requirements for many techs, shown as icons in the top right corner of the technology on the tech tree. That way it could be ensured that ridiculous skips like this wouldn't happen. Meanwhile, attempts at reducing beelining in Civ VI have amounted to adding extra connections between unrelated techs just because they're next to eachother on the tree, such as how Military Tactics is now a requirement for Mass Production. The devs probably think it looks more elegant, but in reality it just looks stupid.
There are mods that seek to fix these issues, but because of how the tech tree works in its current state, those mods just become an unreadable mess of overlapping lines. We either need diagonal lines which would be easier to follow on the screen, or Civ IV's system. It'll probably never happen, but I had to voice my frustrations anyway.