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Comrade Raoul
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I haven't had time to read all the thread through, so this might have been mentioned before, but I think a system loosley based on the way tech is done in paradox's Victoria would work quite well.
Essentially, you research theoretical stuff (for example, "impressionism", psychoanalysis") but gettting these techs doesn't actually give you anything - what happens is, a short time after you get the theoretical tech, it's practical applications appear as "inventions" (ie practical techs) which give you units etc.
This could work pretty much the same in Civ - for example you could research "Basic Agriculture" as a tech, then sometime (randomly) in the next 5 turns you get the invention "water channels" which allows you to irrigate., Or you research "Architecture" and sometime randomly in the next 5 turns you get the invention "vaulting" which allows you to build cathedrals.
Each tech could have multiple inventions, and this would even allow for civ-specific inventions (ie. if england gets monotheism, they could get the "catholicism" invention whilst the arabs would get the "islam" invention.) You could also put extra inventions in with multiple tech requirements which would sleep till you get both (this could allow for all kinds of fun, with tech choices early on maybe determining the nature of later inventions? Also, you could for example have protestantism as another invention from monotheism, but it doesn't appear until you get another later tech like mercantilism).
Even in it's simplest form I think this invention system could really work, and it would be up to firaxis how specific the inventions were... for example, "bolt action" could just give you a bolt action rifle invention, or you could get (randomly, or by civ) specific models of bolt action rifle as inventions. this could maybe then affect the stats of your riflemen.
Last edited by Comrade Raoul on 13-12-2004 at 01:25
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coreman
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Hmm... it sort of works like that for non-Psilons in Masters of Orion, except it's random on what set of techs a given discovery you get (so you have to steal/buy/trade for the others).
And, in MOO3, it almost works that way too, excep the steps are different. Research->Discovery->Implementation.
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Naokaukodem
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Techs should be totally random, so we would have the surprise in a first time, and would have to adapt in a second. It is what i call fun. We could always try to have an influence on the tech discovering, but i won't give any way for it as i don't have in mind historically how some king or other ruler could have influence the tech discovering. Maybe just like in SMAC with technology domains to point at them.
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The Rusty Gamer
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Christchurch, New Zealand
Apr 1999 time: 17:32
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In the editor, we should be able to define where the randomness in a tech tree is. For instance, we might say there is a 50% chance of tech A, 30% of tech B, and 20% of tech C appearing on the tree.
I definitely believe in creating either/or situations but simply allowing any kind of prerequsite for a tech, perhaps using some kind of programming language to create an equation.
If you wanted to create an either/or tech situation, for instance between tech A and Tech B, then you could have the prerequisite for tech A to include "NOT Tech B" and the prerequisite for tech B to include "NOT tech A".
You could really create sophisticated tech trees where certain techs only appear on the tree in certain circumstances during the game.
I think this kind of prerequisite should be used for buildings, units etc as well. You could create either/or situations for buildings. For instance, you can build either a granary or a barracks in a particular city but not both.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:32
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Personally, I don't subscribe to the 'totally random' idea but, at the same time, I would like to see a move AWAY from the direct research of technologies which exist in civ3!
Instead I would like to see a system in which the player can allocate his/her research resources (beakers), to different FIELDS-on a % basis.
So, as an example, if you had 500 beakers, you could assign 20% of them to Commercial technologies, 30% to industrial technologies and 10% to military technologies-just to name a few! This will dictate the rate at which you accumulate the neccessary beakers to obtain techs.
Other factors which will effect the rate at which beakers will accumulate for certain techs would be your Civ Characteristics, the type (and quantity) of resources you possess, how many of the prerequisites for a tech you possess, and knowledge of specific techs via espionage!
This system would form the basis of a more 'semi-blind' research method, one which would leave the player with some degree of control over his research strategies, whilst removing the somewhat unrealistic 'bee-lining' strategy often used in the current system!
Yours,
Aussie_Lurker.
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Max Sinister
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A system where you could tell your scientists that they shall improve existing techs, but can't influence which _new_ inventions they make, would be more realistic, that's sure.
However, I can't tell a realistic example where humans invented one tech and thus became unable to invent a specific another one.
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