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04.Sep: `FC` 2.0.5 COMPLETED AND RELEASED
27.Jul: `FC` 2.0.4 COMPLETED AND RELEASED
16.Jul: `FC` 2.0.3 COMPLETED AND RELEASED

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Richard Bruns is offline Richard Bruns
King
NC, USA
Nov 1999
time: 06:13
Post  Old Post 02-02-2000 04:09 Visit Richard Bruns's homepage!
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#31 Report this post to a moderator
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> Okay that was prob a leftover from before i remodeled it. I think i was
> intending it to be hang gliders and such.
> ---
> OK, but I still think it is a bit too early.

Well did u consider basic tech levels also?

> Also lets say u skipped broze working and went strait to iron.
> U'd still haveto spend some time researching these which is why i think
> they should be put outside the metallurgy scale and researched sep. This
> will make it much easier.
> ---
> I don't understand this.

Ok i'm a civ who never had access to tin which is required for bronze
working. Now i have plenty of iron and eventually i develope iron working,
takes a little longer but i do it. Then low and behold i discover this
other civ has bronze working which i've never heard of. My reasearchers
trade some and since we know a lot about metallurgy it doesn't take too long
to figure out, but it does take a little while.

> Still that comes as an overall increase in all areas of military, not
> justv aircraft and it would be kinda redundant to put stealth subs,
stealth
> planes, stealth tanks... mainly most of these stealth advances in the
latter
> half of the century have come from advances in differnt types of radar and
> how to avoid them so u might add a basic tech for either stealth or radar.
> It just makes it easier to incorperate a stealth battleship if u really
> wanted to instead of stealth fighters for some reason.
> ---
> It's not like you research all of this seperately. You simply ask
> scientists to make better stuff and this is what happens. There is no
real
> difference; your stuff is just at a higher percentage. I see all of the
> labels as meaningless; the real value is simply the percentage. But you
are
> right in that once stealth is discovered, it can be used for lots of
things.
> I will have to work on that.

OK see what u come up with then.

> Ok. Well u did bring up something i wanted to talk about in another
> way. That is what basic techs rep. Is it to current modern levels or my
> original idea of simply a percentage beyond the basic knowledge of that
> technology.
> ---
> I think that 0% is no knowledge whatsoever and 100% is the best human
> knowledge at 2000 AD. Between that, it is a linear scale of ability.
> ---
> The only reason i have a prob with the former is because, well acutally
> 2 (but 1 is easier to solve than the other).
> 1> What determines 100%? Is it the highest level achieved thusfar or is
> it closer to most of the rest of the world if one civ is really ahead in
an
> area. Take the case i had for agriculture. The US produces more food
> than any other nation per acre. France is second, but much closer to the
> rest of the world. The US produces over 400% more food per acre than
france
> so should France or US rep the 100% mark?
> ---
> As the best, the US is at 100%. But that would mean the rest of the world
> is at or below 25%. Maybe we should use a logarithmic scale instead of a
> linear one. That would probably be better, and now that I think about it
I
> set my military stuff to a log scale.
> ---
> 2> How will we determine what future techs start out at? Some might be
> easy, but what about some of the more advanced ones, esp far future
> ones.
> ---
> For far future stuff, set 100% to be the highest that the player can get.
> 0% is still no knowledge and 1% is minimal knowledge.

Um that would get confusing then for the player because they may have
agriculture at 340% and then have something like cybernetics at 17%.

> PS I won't get done as fast as I thought. I'm really sorry. Is there a
> deine for version 4, because if there is I will finish what that demo
needs.

Demo 4 is out, but mark wants the new tech model in for ver 5 if poss. The
only thing we wanted was a few ancient techs and their respective basic
techs. No more than 5-6, just to see if it will work.

Richard Bruns is offline Richard Bruns
King
NC, USA
Nov 1999
time: 06:13
Post  Old Post 02-02-2000 04:11 Visit Richard Bruns's homepage!
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Um that would get confusing then for the player because they may have
agriculture at 340% and then have something like cybernetics at 17%.
---
Why would that be confusing? The player will have been researching agriculture for thousands of years, and cybernetics for about a dozen. Those levels would make sense in those circumstances.
---
Demo 4 is out, but mark wants the new tech model in for ver 5 if poss.
The
only thing we wanted was a few ancient techs and their respective basic
techs. No more than 5-6, just to see if it will work.
---
When should this be done by?

Richard Bruns is offline Richard Bruns
King
NC, USA
Nov 1999
time: 06:13
Post  Old Post 02-02-2000 04:13 Visit Richard Bruns's homepage!
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> Um that would get confusing then for the player because they may have
> agriculture at 340% and then have something like cybernetics at 17%.
> ---
> Why would that be confusing? The player will have been researching
> agriculture for thousands of years, and cybernetics for about a dozen.
> Those levels would make sense in those circumstances.

Ok see what about electronics where will it start out at? They wouldn't
have been reasearching that for thousands of years and yet ur saying that it
should be at 100% for modern times as well as agriculture. Either u'd have
to make the scaling quite rapid for electronics or start it up really high
(like 70%). U should stick with one scale for the entire thing, either mine
or yours not both.

> Demo 4 is out, but mark wants the new tech model in for ver 5 if poss.
> The
> only thing we wanted was a few ancient techs and their respective basic
> techs. No more than 5-6, just to see if it will work.
> ---
> When should this be done by?

Didn't say...you'd haveta talk to him.

Richard Bruns is offline Richard Bruns
King
NC, USA
Nov 1999
time: 06:13
Post  Old Post 02-02-2000 04:15 Visit Richard Bruns's homepage!
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Ok see what about electronics where will it start out at? They wouldn't
have been reasearching that for thousands of years and yet ur saying
that it should be at 100% for modern times as well as agriculture. Either u'd have to make the scaling quite rapid for electronics or start it up really high (like 70%). U should stick with one scale for the entire thing, either mine or yours not both.
---
In my tech model, I will use a 0-100% scale for every tech, where 0% is no knowledge, 1% is minimal knowledge, and 100% is the highest level of the tech as of January 1, 2000. If everyone decides to change these percentages to something else, it will be easy to convert. The 0-100% scale is a lot easier for me to work with. Note that all future techs I am dealing with are just a higher level of current knowledge in some field. I am not insisting that the final model be this way; I just want to work with that system for now.

Richard Bruns is offline Richard Bruns
King
NC, USA
Nov 1999
time: 06:13
Post  Old Post 02-02-2000 04:17 Visit Richard Bruns's homepage!
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> Ok see what about electronics where will it start out at? They wouldn't
> have been reasearching that for thousands of years and yet ur saying
> that it should be at 100% for modern times as well as agriculture. Either
> u'd have to make the scaling quite rapid for electronics or start it up
> really high (like 70%). U should stick with one scale for the entire
thing,
> either mine or yours not both.
> ---
> In my tech model, I will use a 0-100% scale for every tech, where 0% is no
> knowledge, 1% is minimal knowledge, and 100% is the highest level of the
> tech as of January 1, 2000. If everyone decides to change these
percentages
> to something else, it will be easy to convert. The 0-100% scale is a lot
> easier for me to work with. Note that all future techs I am dealing with
> are just a higher level of current knowledge in some field. I am not
> insisting that the final model be this way; I just want to work with that
> system for now.

OK.. Well now that we got that cleared up, do u have a new relative date u
think u'll be ready to send me what u have?

Richard Bruns is offline Richard Bruns
King
NC, USA
Nov 1999
time: 06:13
Post  Old Post 02-02-2000 04:19 Visit Richard Bruns's homepage!
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Okay, here it is. After many false starts and failures, I think I have something that works. This scale only covers scientific and engineering progrss; specific social ideas are left untouched as they can't fit in this model.
Broad, contiguous techs are defined as percentages from zero to a hundred. Zero percent represents no knowledge, 1% represents minimal knowledge, and 100% represents the highest level of application as of January 1, 2000. The scale is logarithmic, with each 10% increase representing approximately a doubling in knowledge or skill. This might not be entirely accurate, but it works for now and we can rescale it later.

Specific applications have percent prerequisites in one or more techs, as well as other possible requirements. For example, a Fission Power Plant would need something around Power Generation 60%, Chemistry 80%, Physics-Electromagnetics 70%, and Access to Uranium. The exact percentages will have to be determined by playtesting. Until then, I could guess at whatever you wanted to build. Send me a list of what you want included and I will make a list of tech prerequisites for that thing.

No military techs are included here.

All names are preliminary. Feel free to come up with better ones.

I will define all techs in the following format:

Name--Prerequisite(s)
For example: Water Transport--Access to water

Levels of progress in the tech, as well as former techs it includes. These techs will be discovered as your level of the tech raises. Note that these are not necessarily linear discoveries.

Dependencies. These are techs that aid this technology at certain percentages. The higher your level in the listed tech(s), the faster you research this tech. If a certain level of a dependency is a prerequisite, it will have an asterisk with the percentage beside it. If there is no dependency, None is listed.

For example, consider Water Transport. At first, boats are made of wood, so the Water Transport tech is dependent on Woodworking. It requires some woodworking skill to make a boat, so you need a certain percentage of that before you can build a boat. After that, a higher Woodworking skill means that your Water Transport tech raises faster. After a while, about 50% Water Transport, wooden ships have reached their limit and ships need to be made of metal. So at that point, the Water Transport tech depends on Metal Working. But metal ships require good metal working, so you must have a certain percentage before you can make them.
You also need to power the ships, so the Water Transport tech level also depends on your Portable Power Generation tech.
The dependency line then looks like this:
0%-Woodworking(*20%)-50%-Metal Working(*40%)-100%
0%-Portable Power Generation-100%

Note that the tech does not rise automatically as the tech levels of the dependencies rise. It must still be researched individually. A higher level means that each RP spent gives more increase in the tech.

Effects. What the tech naturally does, if anything.

I will start with basic techs and then go on to applications.

Biology (Organism Structure)
Biology, Microbiology
0%-None-50%-Optics(*20%)-100%

Chemistry
Alchemy, Chemistry
0%-None-100%

Communication
Diplomacy, Propaganda
0%-None-100%
Increases your ability to communicate with and manipulate others. Helps with trading, diplomatic relations, and controlling your people.

Ecology and Geology (Planetary Sciences)
Ecology, Theory of Evolution, Greenhouse Theory
0%-None-100%
Decreases the environmental impact of your civ's actions.

Government
0%-None-100%
Increases the effectiveness and efficiency of the government. Higher levels make people happier and run the country more efficiently.

Mathematics
Arithmetic, Algebra, Calculus, Statistics, Nonlinear Math
0%-Computational Hardware-100%
Aids the progress of all techs; vital to scientific growth.

Physics-Mechanics
Ballistics, Theory of Gravity, Theory of Physics
0%-None-100%

Physics-Electromagnetics--Access to Metal
Theory of Magnetism, Discovery of Wave Spectra, Atomic Theory, Quantum Physics, Quantum Mechanics
0%-None-60%-Electronics(*10%)-100%
----
Agriculture
Plow, Drainage, Irrigation, Crop Rotation, Fertilizer, Pesticides
0%-Biology, Ecology and Geology, Chemistry-100%
Higher levels feed more people per acre, but also have increased environmental impact per acre. Higher levels also make crop failure due to natural disasters less likely.

Air Travel
Balloons, Planes, Jets
0%-Physics-Mechanics(*30%)-10%-Portable Power Generation(*40%), Woodworking(*50%)-40%-Portable Power Generation(*60%), Metalworking(*50%)-100%
0%-Physics-Mechanics-100%
Allows goods and people to be moved by air.

Architecture
Bridge Building, Tower, Skyscraper
0%-Brick/Cement/Stone(*10%)-40%-Metalworking(*20%)-100%
0%-Woodworking-100%
Affects the quality and maximum size of structures built by your civ.

Brick/Cement/Stone
0%-None-40%-Chemistry-100%

Civil Engineering/Infrastructure
Sewers, Mail, Power Grids, Water Systems
0%-All Techs-100%
Allows for the building of various public works, and makes them more effective.

Ceramics
Pottery, Glass
0%-Chemistry-100%

Communication Systems and Media
Written Language, Clay Tablets, Papyrus, Paper, Printing Press, Telegraph, Telephone, Radio, Television, Wireless Communication, Computer Networks
0%-None-10%-Chemistry-30%-Mechanical Engineering-50%-Electronics(*1%)-100%
Aids the progress of all techs. Increases your ability to spread information. Also has the effect of making your population more culturally homogenized.

Computational Hardware
Abacus, Slide Rule, Analog Computer, Digital Computer
0%-None-20%-Electronics(*10%)-100%

Computer Software--Computational Hardware 20%
Software, AI, Genetic Algorithms
0%-Computational Hardware, Mathematics-100%
Aids the progress of all techs.

Electronics--Power Generation 40%
Radar, Microelectronics, Laser, Holograms
0%-Physics-Electromagnetics, Metal Working, Synthetics, Ceramics-100%

Fabric/Leather
0%-None-100%
Needed to make many things

Genetics
Breeding, Genetics, Cloning, Genetic Engineering
0%-Mathematics-30%-Biology(*70%)-100%
Improves agricultural production and anything using animals.

Industrial Engineering/Management
Factory, Assembly Line
0%-None-100%
Increases production, uses resources and manpower more efficiently.

Land Transport Devices
Cart, Wagon, Automobile
0%-Mechanical Engineering, Portable Power Generation-100%
Allows goods and people to be moved faster and more efficiently.

Mass Tansit Systems
Railroad, Monorail, Mass Transit
0%-Mechanical Engineering(*10%)-70%-Electronics(*70%)-100%
0%-Architecture, Industrial Engineering/Management-100%
Allows goods and people to be moved faster and more efficiently.

Mechanical Engineering
Wheel, Mechanics, Machinery
0%-Woodworking-30%-Metalworking(*20%)-80%-Synthetics(*10%)-100%

Medicine
Medicines, Surgery, Vaccine, Artificial Limb
0%-No Prerequisite-10%-Biology(*10%)-80%-Genetics(*80%)-100%
0%-Biology-100%
Higher levels make people live longer and be healthier and happier.

Metalworking--Access to Metals
Copper Working, Bronze Working, Metallurgy, Iron Working, Steel Working, Aluminum Working, Alloy
0%-Chemistry-100%

Optics
Mirror, Telescope, Microscope, Fiber Optics
0%-Ceramics(*20%)-50%-Physics-Electromagnetics(*20%), Ceramics-100%

Portable Power Generation
People, Animals, Sails, Steam Engines, Gas Engines, Rockets, Jets
0%-Genetics-30%-Mechanical Engineering(*30%), Chemistry-100%
0%-Mechanical Engineering-100%

Power Generation
Windmill, Water Mill, Power Plants
0%-Mechanical Engineering(*5%)-40%-Mechanical Engineering(*30%), Chemistry-100%

Roads
Road, Cobbled Road, Paved Road, Highway
0%-None-20%-Brick/Cement/Stone-100%
Allows goods and people to be moved faster and more efficiently.

Space Travel
0%-Portable Power Generation(*85%), Physics-Mechanics(*85%), Electronics,-100%

Synthetics
Silicon Semiconductors, Composites
0%-Chemistry(*70%)-100%

Water Transport--Access to water
River Boat, Ships
0%-Woodworking(*20%)-50%-Metal Working(*40%)-100%
0%-Portable Power Generation-100%
Allows goods and people to be moved by river and sea.

Woodworking--Access to wood
0%-None-100%

That should cover everything, but I have a nagging feeling that I am missing something. If you see anything that needs to be added or changed, let me know.

Richard Bruns is offline Richard Bruns
King
NC, USA
Nov 1999
time: 06:13
Post  Old Post 02-02-2000 04:20 Visit Richard Bruns's homepage!
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I'm replying before i read more than your into so if this is answered in the
rest of the email just say so.

What do you mean by specific social isssues? Do u mean like the differnt
types of religions as they advance or things like abolishment of slavery or
what? Have you done anything with the social advances at all?

Richard Bruns is offline Richard Bruns
King
NC, USA
Nov 1999
time: 06:13
Post  Old Post 02-02-2000 04:21 Visit Richard Bruns's homepage!
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I meant things like abolishment of slavery. Things like that are single events, not continuously increasing processes. I couldn't think of anything I could do that would improve what you already have.

As for religions, I don't know what kind of template techs you wanted to include. I have some things for these, but as of now it is not as good as the current model.

Richard Bruns is offline Richard Bruns
King
NC, USA
Nov 1999
time: 06:13
Post  Old Post 02-02-2000 04:22 Visit Richard Bruns's homepage!
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For right now I’m sending you what I have corrected. For space and to make it a little easier I cropped off what wasn’t changed. This was just a quick review and by no means complete. Also the only thing I know you forgot offhand was Economics.

I also didn’t receive any specific techs (unless those were the ones listed below the basic techs)

I’m waiting for everything you’ve got before I publically post this update.

Biology (Organism Structure)
0%-None-50%-Optics(*20%)-80%-Computational Hardware (*70)r-100%

Chemistry-Alchemy
Chemistry
0%-Alchemy-20%-Mathematics (*1)-100%

Diplomacy (formerly Communication)
Helps with trading, diplomatic relations, and controlling your people.

Ecology
Ecology, Theory of Evolution, Greenhouse Theory
0%-Biology, Geology-100%
Decreases the environmental impact of your civ's actions.


Geology

Oil Drilling

0-Mathamatics-100%


Mathematics
Arithmetic, Algebra, Calculus, Statistics, Nonlinear Math, Zero

Physics: Mechanics-Theory of Physics

Ballistics, Theory of Gravity
0%-Mathamatics (*15)-100%

Air Travel
Balloons, Planes, Jets, Helicopters, Blimps

Brick/Cement/Stone (Not sure if ness)

Ceramics (Not sure if ness) I think we could get by with just glassworking

Communication Systems and Media
Aids the progress of all techs. Increases your ability to spread information. Also has the effect of making your population more culturally homogenized. Can also cause civil unrest do to easier access to information.


Computational Hardware
Abacus, Slide Rule, Analog Computer, Digital Computer, Supercomputer

Genetics
0%-Mathematics-30%-Biology(*70%), Computatiomal Hardware (*60%)-100%

Industrial Engineering/Management
0%-Economics-100%

Portable Power Generation
0%-Genetics-30%-Mechanical Engineering(*30%) Power Generation (*30), Chemistry-100%

Space Travel
0%-Portable Power Generation(*85%), Physics-Mechanics(*85%), Electronics, Air Travel (*20)-100%

Synthetics
Silicon Semiconductors, Composites, Plastic

Water Transport--Access to water

Richard Bruns is offline Richard Bruns
King
NC, USA
Nov 1999
time: 06:13
Post  Old Post 02-02-2000 04:23 Visit Richard Bruns's homepage!
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For right now I’m sending you what I have corrected. For space and to make it a little easier I cropped off what wasn’t changed. This was just a quick review and by no means complete. Also the only thing I know you forgot offhand was Economics.
---
I just realized that I had forgotten to add an important application tech:

Resource Gathering
Fishing, Mining, Oil Drilling
0%-Ecology and Geology-100%
Affects the ability of your civ to collect resources from the environment.
---
I also didn’t receive any specific techs (unless those were the ones listed below the basic techs)
---
The thing I have been working on for all this time was the elimination of seperate basic techs. I thought I had finally reduced it to only these continuous techs. Anything else depends only on these, like the Fission Power Plant example.
---
I’m waiting for everything you’ve got before I publically post this update.
---
I don't understand. What else did you need?
-------
Biology (Organism Structure)
0%-None-50%-Optics(*20%)-80%-Computational Hardware (*70)r-100%
---
You are right that the 80-100% addition is needed, but wouldn't Electronics be more suitable? That would also cover things like electron microscopes.
---
Chemistry-Alchemy
Chemistry
0%-Alchemy-20%-Mathematics (*1)-100%
---
I do not have alchemy as a seperate tech. It is simply a low level of Chemistry.
---
Diplomacy (formerly Communication)
Helps with trading, diplomatic relations, and controlling your people.
---
OK
---
Ecology
Ecology, Theory of Evolution, Greenhouse Theory
0%-Biology, Geology-100%
Decreases the environmental impact of your civ's actions.
---
Why does your knowledge of the internal structure of an organism affect yur knowledge of the way an ecosystem works?
---
Geology
Oil Drilling
0-Mathamatics-100%
---
My reasoning for combining Ecology and Geology that are both aspects of Planetary Science. This is the theoretical side of the field, and the application that I forgot to include was Resource Gathering. Sorry for the confusion. If you still think it would be better to split them, that would be fine.
---
Mathematics
Arithmetic, Algebra, Calculus, Statistics, Nonlinear Math, Zero
---
OK
---
Physics: Mechanics-Theory of Physics
Ballistics, Theory of Gravity
0%-Mathamatics (*15)-100%
---
OK, but don't forget that Mathematics already acts as a soft prerequisite for everything. Sorry I didn't explain that.
---
Air Travel
Balloons, Planes, Jets, Helicopters, Blimps
---
OK
---
Brick/Cement/Stone (Not sure if ness)
---
I thought you would need this for both Architecture and Roads. What else would determine the ability to make stone buildings and pave roads?
---
Ceramics (Not sure if ness) I think we could get by with just glassworking.
---
You are probably right.
---
Communication Systems and Media
Aids the progress of all techs. Increases your ability to spread information. Also has the effect of making your population more culturally homogenized. Can also cause civil unrest do to easier access to information.
---
That makes sense.
---
Computational Hardware
Abacus, Slide Rule, Analog Computer, Digital Computer, Supercomputer
---
OK
---
Genetics
0%-Mathematics-30%-Biology(*70%), Computatiomal Hardware (*60%)-100%
---
High level Biology already requires Computational Hardware (or Electronics). I tried to avoid redundant prerequisites like that. Also, Computer Software can be considered a soft prerequisite for all techs.
---
Industrial Engineering/Management
0%-Economics-100%
---
OK
---
Portable Power Generation
0%-Genetics-30%-Mechanical Engineering(*30%) Power Generation (*30), Chemistry-100%
---
The Power Generation 30% requirement is redundant. Power Generation already requires Mechanical Engineering and Chemistry, so you gain noting by adding it. If it is the specific percentage you are concerened with, we can always adjust it. These are rough estimates.
---
Space Travel
0%-Portable Power Generation(*85%), Physics-Mechanics(*85%), Electronics, Air Travel (*20)-100%
---
Air Travel 20% is like a World One biplane. How would you not have that if you already have the high requirements already there? But you are right in that Air Travel would help. It can be a non-prerequisite helper.
---
Synthetics
Silicon Semiconductors, Composites, Plastic
---
OK
---
Water Transport--Access to water
---
How is this different? Did something get cut off?

Richard Bruns is offline Richard Bruns
King
NC, USA
Nov 1999
time: 06:13
Post  Old Post 02-02-2000 04:24 Visit Richard Bruns's homepage!
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> The thing I have been working on for all this time was the elimination of
> seperate basic techs. I thought I had finally reduced it to only these
> continuous techs. Anything else depends only on these, like the Fission
> Power Plant example.

Um no what i meant was not seperate "basic" techs, but seperate techs that u
need certain percentage prereq on basic techs but because of there
revolutionary changes should be researched seperately that just getting to a
certain percentage.

> I don't understand. What else did you need?

Military Tech Model and anything you do happen to have on social advances

Also on the prereqs where they change as they advance FE water transport,
the affects should be gradual buildup. So its at 50% when you need metal
working from what the chart reads, well from 40-60% you could still research
it w/o metal working, but it would becaome increasingly difficult.

Also we need to decide how RP are produced and used since based on an
earlier e-mail i sent some will have to be used to keep the current level of
tech from eroding.

> Biology (Organism Structure)
> 0%-None-50%-Optics(*20%)-80%-Computational Hardware (*70)r-100%
> ---
> You are right that the 80-100% addition is needed, but wouldn't
Electronics
> be more suitable? That would also cover things like electron microscopes.
> ---
Perhaps

> Chemistry-Alchemy
> Chemistry
> 0%-Alchemy-20%-Mathematics (*1)-100%
> ---
> I do not have alchemy as a seperate tech. It is simply a low level of
> Chemistry.
> ---
Heres the reason why: Alchemy isn't chemisty. It's prechemisty. Alchemist
basically used trial and error for the most part to come up with formulas.

> Ecology
> Ecology, Theory of Evolution, Greenhouse Theory
> 0%-Biology, Geology-100%
> Decreases the environmental impact of your civ's actions.
> ---
> Why does your knowledge of the internal structure of an organism affect
yur
> knowledge of the way an ecosystem works?
> ---

Because it helps to determine how and why creatures act and live like they
do and also how they evolved.

> Geology
> Oil Drilling
> 0-Mathamatics-100%
> ---
> My reasoning for combining Ecology and Geology that are both aspects of
> Planetary Science. This is the theoretical side of the field, and the
> application that I forgot to include was Resource Gathering. Sorry for
the
> confusion. If you still think it would be better to split them, that
would
> be fine.
> ---

Geology deals with rocks, minerals, etc while Ecology deals with organisms
and their eviroments. While geology does affect ecology, it is not
exclusive and ecology really doesn't affect geology.

> Brick/Cement/Stone (Not sure if ness)
> ---
> I thought you would need this for both Architecture and Roads. What else
> would determine the ability to make stone buildings and pave roads?
> ---

I guess adding mortar and renaming it "Building Materials" or "Construction
Materials" will be fine.

> Portable Power Generation
> 0%-Genetics-30%-Mechanical Engineering(*30%) Power Generation (*30),
> Chemistry-100%
> ---
> The Power Generation 30% requirement is redundant. Power Generation
already
> requires Mechanical Engineering and Chemistry, so you gain noting by
adding
> it. If it is the specific percentage you are concerened with, we can
always
> adjust it. These are rough estimates.
> ---

Well thing was that Power Generation required the same level of mechanical
engineering which imo wasn't right since portable power generation requires
more advanced techniques.

> Space Travel
> 0%-Portable Power Generation(*85%), Physics-Mechanics(*85%), Electronics,
> Air Travel (*20)-100%
> ---
> Air Travel 20% is like a World One biplane. How would you not have that
if
> you already have the high requirements already there? But you are right
in
> that Air Travel would help. It can be a non-prerequisite helper.
> ---

Well um yes your right. I was thinking thinking it was about that time
rocketry came into being although it was WWII and there is some need for air
travel because you need to know how to travel through the atmosphere to get
into space.

> Water Transport--Access to water
> ---
> How is this different? Did something get cut off?

Um all I can remember is that there should be a way to tell the diff from
seaworthy ships to nonseaworthy ships.

Richard Bruns is offline Richard Bruns
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Support Apolyton

Um no what i meant was not seperate "basic" techs, but seperate techs that u
need certain percentage prereq on basic techs but because of there
revolutionary changes should be researched seperately that just getting to a
certain percentage.
---
Could you give an example of one of these that would really be important for gameplay? I am trying to have as little complexity as possible. When my roommate saw me working on the tech model, he thought that it was ridiculously complex. And he is a very intellegent person who is good at computer strategy games.
We are trying to condense over 4000 years of the advancement of humanity into a tech model that is simple enough do deal with in a game. We will need to ignore literally hundreds of revolutionary advances. A few dozen general fields that progress over time is, in my mind, the only hope for modelling this. We have to be as simple and general as possible.
For example, consider the tech of Explosives. I considered adding it, but then decided not to. It is too small and it does not help much. I made the simplifying assumption that your skill in explosives would be the same as your Chemistry skill. Thus building cannons would require a certain percentage in Chemistry and Metallurgy, and your cannons would improve as those two techs did. A seperate tech for Explosives would only complicate the tech tree.
---
Military Tech Model and anything you do happen to have on social advances
---
After coming up with an elaborate system for military technology, I decided to scrap it. Rather than having a Personal Weapons tech, I thought it would be better to simply assign prerequisites and dependencies for individual applications. Thus your artillery depends on Metalurgy, Chemistry, and to a lesser extent Physics(Mechanics). Rather than clutter up the tech tree with techs that have only one application, I thought it would be better to trim the tree to the essentials and have individual applications depend on those essentials.
I say keep the social tree you already have; you did a good job. Only use non culture specific techs like we talked about earlier.
---
Also on the prereqs where they change as they advance FE water transport,
the affects should be gradual buildup. So its at 50% when you need metal
working from what the chart reads, well from 40-60% you could still research
it w/o metal working, but it would becaome increasingly difficult.
---
I had the same view of things, but I forgot to explain it. Sorry. You are right about the gradual crossover.
---
Also we need to decide how RP are produced and used since based on an
earlier e-mail i sent some will have to be used to keep the current level of
tech from eroding.
---
I thought that was already decided. I liked the idea of having to spend RP's based on the level of the tech. As you learn more, you have to increase the effort to increase your knowledge to things that are harder to learn. Also, you have to constantly spend RP's to keep techs at their current level. This too is based on tech.
So we have a differential equation of the form dP=(RP-a(bP^n))(c/(dP)^m) where a, b, c, d, n, and m are constants, P is the current percentage and RP is the amount of RP's spent on that tech.
If RP is zero, the tech declines at a rate proportional to the level of the tech. If RP=xP, there is no growth. You can see that the input required to keep the tech level constant increases as the tech does, to simulate the greater amount of teaching required. In between these two, the decline is less rapid but still present. If the first term is greater than zero, then the tech rises, but the rate of the rise slows as the tech level inreases.
Does that sound okay? The numbers will have to be determined by playtesting.
---
Heres the reason why: Alchemy isn't chemisty. It's prechemisty. Alchemist
basically used trial and error for the most part to come up with formulas.
---
For the purposes of the tech tree, Chemistry is anything that involves experimenting with chemicals and learning about them. Chemistry and Alchemy are similar enought to lump into only one tech.
---
Because it helps to determine how and why creatures act and live like they
do and also how they evolved.
---
OK
---
Geology deals with rocks, minerals, etc while Ecology deals with organisms
and their eviroments. While geology does affect ecology, it is not
exclusive and ecology really doesn't affect geology.
---
OK
---
I guess adding mortar and renaming it "Building Materials" or "Construction
Materials" will be fine.
---
There are other building materials like metal that have nothing do do with this tech. Also paving and roads, as well as construction, are a big application of this tech. I would prefer that names be as accurate and descriptive as possible, even if they don't sound good. But adding mortar is a good idea.
---
Well thing was that Power Generation required the same level of mechanical
engineering which imo wasn't right since portable power generation requires
more advanced techniques.
---
You are right. But wouldn't it be easier and less confusing to make the Portable require a higher level of the existing prerequisites, rather than adding new prerequisites?
---
Um all I can remember is that there should be a way to tell the diff from
seaworthy ships to nonseaworthy ships.
---
Simple. A ship requires a higher percentage as a prerequisite than a river boat does.

Richard Bruns is offline Richard Bruns
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Got spare money?

Um you havent said anything on future techs.

> Um no what i meant was not seperate "basic" techs, but seperate techs that
u
> need certain percentage prereq on basic techs but because of there
> revolutionary changes should be researched seperately that just getting to
a
> certain percentage.
> ---
> Could you give an example of one of these that would really be important
> for gameplay? I am trying to have as little complexity as possible. When
> my roommate saw me working on the tech model, he thought that it was
> ridiculously complex. And he is a very intellegent person who is good at
> computer strategy games.
> We are trying to condense over 4000 years of the advancement of humanity
> into a tech model that is simple enough do deal with in a game. We will
> need to ignore literally hundreds of revolutionary advances. A few dozen
> general fields that progress over time is, in my mind, the only hope for
> modelling this. We have to be as simple and general as possible.
> For example, consider the tech of Explosives. I considered adding it,
but
> then decided not to. It is too small and it does not help much. I made
> the simplifying assumption that your skill in explosives would be the same
> as your Chemistry skill. Thus building cannons would require a certain
> percentage in Chemistry and Metallurgy, and your cannons would improve as
> those two techs did. A seperate tech for Explosives would only complicate
> the tech tree.

I'm talking very major ones like industrialization. This had a profuound
inpact on almost every aspect of society. I'm trying to find a book or
article with the top 100 or something advances in our history and then take
a select few from that. Besides from whats been said on the forum and such
esp Mark, he wants a combination of both with about 60 techs seperate from
just being able to be obtained cuz you reached a certain level. 20 of which
would be future techs.

We also don't want it be too simple.

> Military Tech Model and anything you do happen to have on social advances
> ---
> After coming up with an elaborate system for military technology, I
> decided to scrap it. Rather than having a Personal Weapons tech, I
thought
> it would be better to simply assign prerequisites and dependencies for
> individual applications. Thus your artillery depends on Metalurgy,
> Chemistry, and to a lesser extent Physics(Mechanics). Rather than clutter
> up the tech tree with techs that have only one application, I thought it
> would be better to trim the tree to the essentials and have individual
> applications depend on those essentials.
> I say keep the social tree you already have; you did a good job. Only
use
> non culture specific techs like we talked about earlier.

What about the stuff such as indivisual weapons like katana or rifle? From
what the military model suggests they are relying heavily on the abilty to
"personalise" units. I know these wouldn't ness be tech advancements but
more of improv or items obtained from the current tech which brings me to
the point of what do you have in that area?

> Also we need to decide how RP are produced and used since based on an
> earlier e-mail i sent some will have to be used to keep the current level
of
> tech from eroding.
> ---
> I thought that was already decided. I liked the idea of having to spend
> RP's based on the level of the tech. As you learn more, you have to
> increase the effort to increase your knowledge to things that are harder
to
> learn. Also, you have to constantly spend RP's to keep techs at their
> current level. This too is based on tech.
> So we have a differential equation of the form dP=(RP-a(bP^n))(c/(dP)^m)
> where a, b, c, d, n, and m are constants, P is the current percentage and
RP
> is the amount of RP's spent on that tech.
> If RP is zero, the tech declines at a rate proportional to the level of
> the tech. If RP=xP, there is no growth. You can see that the input
> required to keep the tech level constant increases as the tech does, to
> simulate the greater amount of teaching required. In between these two,
the
> decline is less rapid but still present. If the first term is greater
than
> zero, then the tech rises, but the rate of the rise slows as the tech
level
> inreases.
> Does that sound okay? The numbers will have to be determined by
> playtesting.

Yea but also if the amount of RP spent is more than enough to raise it a
percentage is should be carried over to the next to see if can raise it more
than 1. If not the excess could act as a cushon for the next turn.

> I guess adding mortar and renaming it "Building Materials" or
"Construction
> Materials" will be fine.
> ---
> There are other building materials like metal that have nothing do do with
> this tech. Also paving and roads, as well as construction, are a big
> application of this tech. I would prefer that names be as accurate and
> descriptive as possible, even if they don't sound good. But adding mortar
> is a good idea.

well for coding thats fine, but it needs a better name for the user
interface

> Well thing was that Power Generation required the same level of mechanical
> engineering which imo wasn't right since portable power generation
requires
> more advanced techniques.
> ---
> You are right. But wouldn't it be easier and less confusing to make the
> Portable require a higher level of the existing prerequisites, rather than
> adding new prerequisites?

But then what's to say someone won't develope power gen b4 portable power
gen

Richard Bruns is offline Richard Bruns
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Um you havent said anything on future techs.
---
All future techs are simply higher percentages of current basic techs. As for specific things like Cybernetic Medicine, I can create a list of prerequisites for what we decide to include.
---
I'm talking very major ones like industrialization. This had a profuound
inpact on almost every aspect of society. I'm trying to find a book or
article with the top 100 or something advances in our history and then take
a select few from that. Besides from whats been said on the forum and such
esp Mark, he wants a combination of both with about 60 techs seperate from
just being able to be obtained cuz you reached a certain level. 20 of which
would be future techs.

We also don't want it be too simple.
---
Quote from my original e-mail:
"Specific applications have percent prerequisites in one or more techs, as well as other possible requirements. For example, a Fission Power Plant would need something around Power Generation 60%, Chemistry 80%, Physics-Electromagnetics 70%, and Access to Uranium. The exact percentages will have to be determined by playtesting. Until then, I could guess at whatever you wanted to build. Send me a list of what you want included and I will make a list of tech prerequisites for that thing."

Industrialization is a specific application, not a tech. It is a social choice made possible by certain levels of technology. I would say Industrial Engineering 30%, Communication Systems and Media 40%, Civil Engineering/Infrastructure 40%, and Power Generation 40%. Once you get these levels of tech, you have the option of choosing Industrialization. Either that or your people do it automatically; I don't know what the social model people will eventually decide on.

I think that the tech tree should only contain broad categories of knowledge or skills that affect many things. Any specific application is a single thing that has certain prerequisites. Just send me a list of these specific things and I will give them prerequisites. I don't yet know exactly what you want.

And this tree is not too simple. It is already quite complex.
---
What about the stuff such as indivisual weapons like katana or rifle? From
what the military model suggests they are relying heavily on the abilty to
"personalise" units. I know these wouldn't ness be tech advancements but
more of improv or items obtained from the current tech which brings me to
the point of what do you have in that area?
---
Leather Armor: Fabric/Leather *10%
Curballi: Fabric/Leather *20%, Metalworking *10%
Mail Armor: Metalworking *25%
Plate Armor: Metalworking *40%, Mechanical Engineering
Spear: Woodworking *2%, Metalworking
Sword: Metalworking *20%
Longsword: Metalworking *35%
Katana: Metalworking *60%
Bow: Woodworking *5%
Composite Bow: Chemistry *15%
Crossbow: Mechanical Engineering *25%
Musket: Chemistry *30%, Metalworking *30%
Rifle: Chemistry *40%, Metalworking *40%, Physics(Mechanics) *30%
Hand Grenades: Chemistry 40%
I am confident that anything we need can be placed in my tech tree like this. Just send me lists of what to include. Again, the percentages are approximate. They will most likely have to be adjusted for game balance.
---
Yea but also if the amount of RP spent is more than enough to raise it a
percentage is should be carried over to the next to see if can raise it more
than 1. If not the excess could act as a cushon for the next turn.
---
I don't see why we have to confine ourselves to integers. If you have, say, 32% one turn and you research a little, you get 32.17% the next turn. If you then put a huge investment into the tech, you can raise it to 33.59% by the next turn. The percentages are recalculated every turn and an exact value dispayed.
---
well for coding thats fine, but it needs a better name for the user
interface
---
I knew that all along. But the name should tell exactly what it is.
---
But then what's to say someone won't develope power gen b4 portable power
gen
---
What's wrong with that? The steam engine was running factories before it powered railroads. Electric turbines were around before cars.
As a general strategy, we can set the timing of things by setting the prerequisite percentage. Something that needs Metalworking 30% will probably come before something that needs Metalworking 50%. But if the players do not need to research the 30% thing, then they don't have to. We may see that in our history the 50% thing developed as a result of the 30% thing, but it did not have to be that way. At the most basic level, it was the result of societal need and the ability to make it. The players choose the need, and the tech tree provides the basic tools. I don't want to lock people too tightly in our history. They should be able to choose their own technological destiny, within reason. That is one reason I want to keep the tech tree loose and flexible.

Richard Bruns is offline Richard Bruns
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Enter the AD-FREE zone

First off before I reply to your other questions I seen nothing i medicine
that reflects the eastern or native american approach to this basic tech:
***
Medicine
Medicines, Surgery, Vaccine, Artificial Limb
0%-No Prerequisite-10%-Biology(*10%)-80%-Genetics(*80%)-100%
0%-Biology-100%
Higher levels make people live longer and be healthier and happier
***
Is this a mistake, intentional or are you modeling some other way? The
reason is, is because if we are going to have this non-biased to one
cultural type or another as much as humanly possible, which is one thing I
won't comprime on, this represnts mainly a western philosophy.

All future techs are simply higher percentages of current basic techs. As
for specific things like Cybernetic Medicine, I can create a list of
prerequisites for what we decide to include.

I think that the tech tree should only contain broad categories of knowledge
or skills that affect many things. Any specific application is a single
thing that has certain prerequisites. Just send me a list of these specific
things and I will give them prerequisites. I don't yet know exactly what
you want.
---
I'll prob do that tommorrow or Friday once i review what's here and what is
in the tech model i gave u.


What about the stuff such as indivisual weapons like katana or rifle? From
what the military model suggests they are relying heavily on the abilty to
"personalise" units. I know these wouldn't ness be tech advancements but
more of improv or items obtained from the current tech which brings me to
the point of what do you have in that area?
---
Leather Armor: Fabric/Leather *10%
Curballi: Fabric/Leather *20%, Metalworking *10%
Mail Armor: Metalworking *25%
Plate Armor: Metalworking *40%, Mechanical Engineering
Spear: Woodworking *2%, Metalworking
Sword: Metalworking *20%
Longsword: Metalworking *35%
Katana: Metalworking *60%
Bow: Woodworking *5%
Composite Bow: Chemistry *15%
Crossbow: Mechanical Engineering *25%
Musket: Chemistry *30%, Metalworking *30%
Rifle: Chemistry *40%, Metalworking *40%, Physics(Mechanics) *30%
Hand Grenades: Chemistry 40%
I am confident that anything we need can be placed in my tech tree like
this. Just send me lists of what to include. Again, the percentages are
approximate. They will most likely have to be adjusted for game balance.
---

I have no argument with that last statement and i fact think it should,
again the exact percentages/techs may vary. In general if you can think of
something that isn't a tech advancement or social advancement but is
important, it prob belongs in this category. FE automobiles do, but
automotive technology or whatever u think it should be called wouldn't fit
there.

Again with that I'll try and have some ideas for you when i send what i can
compile with the rest of the stuff. You will prob haveto do a lot with the
more currect militay items/improvements since i know more about the older
military battling systems.

I don't see why we have to confine ourselves to integers. If you have, say,
32% one turn and you research a little, you get 32.17% the next turn. If
you then put a huge investment into the tech, you can raise it to 33.59% by
the next turn. The percentages are recalculated every turn and an exact
value dispayed.

That's fine, but we still have to have an end point i mean otherwise we
could end up with an intiger that never ends (6.66666...). Also if we do
use intigers we might want to do a little more tweaking with the model later
on. FE having a requirement at 29.3 or something. Again don't worry right
now that's for play testing.

well for coding thats fine, but it needs a better name for the user
interface
---
I knew that all along. But the name should tell exactly what it is.

And "Construction Materials" doesn't how? I know you mentioned the fact
that this doesn't include metal constuction materials (as well as wood) but
can you think of a better name?

What's wrong with that? The steam engine was running factories before it
powered railroads. Electric turbines were around before cars.
As a general strategy, we can set the timing of things by setting the
prerequisite percentage. Something that needs Metalworking 30% will
probably come before something that needs Metalworking 50%. But if the
players do not need to research the 30% thing, then they don't have to. We
may see that in our history the 50% thing developed as a result of the 30%
thing, but it did not have to be that way. At the most basic level, it was
the result of societal need and the ability to make it. The players choose
the need, and the tech tree provides the basic tools. I don't want to lock
people too tightly in our history. They should be able to choose their own
technological destiny, within reason. That is one reason I want to keep the
tech tree loose and flexible.
---
Again, the barriers of language come into play *O* I thought u meant
portable as in the laptop computer vs a desktop computer.

Oh! I forgot you don't have gunpowder in there that i could see, unless its
in the military part which it shouldn't be atleast to begin with since its
first uses were for fireworks.
---
That one was another one I left out intentionally. Any use of explosives
can be traced directly back to your Chemistry level. It is not entirely
accurate, but it works.

Yes, yes. But gunpowder is a major discovery, not up there with agriculture
or the wheel, but definatly moreso than something like copper working and
many others.

Richard Bruns is offline Richard Bruns
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Support Apolyton buy from Amazon

First off before I reply to your other questions I seen nothing i medicine
that reflects the eastern or native american approach to this basic tech:
***
Medicine
Medicines, Surgery, Vaccine, Artificial Limb
0%-No Prerequisite-10%-Biology(*10%)-80%-Genetics(*80%)-100%
0%-Biology-100%
Higher levels make people live longer and be healthier and happier
***
Is this a mistake, intentional or are you modeling some other way? The
reason is, is because if we are going to have this non-biased to one
cultural type or another as much as humanly possible, which is one thing I
won't comprime on, this represnts mainly a western philosophy.
---
I don't understand how this is biased. You can get up to 10% with no biology knowledge at all; this represents herbal cures and trial and error. After that you have to have some basic biology knowledge to heal people. If I left something out, it was because I don't know about it. Was there some helper tech I forgot? I don't want to leave anyone out; I just don't know what I am leaving out.
---
I have no argument with that last statement and i fact think it should,
again the exact percentages/techs may vary. In general if you can think of
something that isn't a tech advancement or social advancement but is
important, it prob belongs in this category. FE automobiles do, but
automotive technology or whatever u think it should be called wouldn't fit
there.
---
Automobiles are simply a big jump in the Land Transport Devices technology. The percentage of this tech affects the mobility of your people.
---
Again with that I'll try and have some ideas for you when i send what i can
compile with the rest of the stuff. You will prob haveto do a lot with the
more currect militay items/improvements since i know more about the older
military battling systems.
---
OK
---
That's fine, but we still have to have an end point i mean otherwise we
could end up with an intiger that never ends (6.66666...). Also if we do
use intigers we might want to do a little more tweaking with the model later
on. FE having a requirement at 29.3 or something. Again don't worry right
now that's for play testing.
---
I was thinking two decimal places for the cutoff (6.67) But there could also be programming concerns. Different variable definitions allow you do do different things and take up different amounts of memory. So a programmer will have to give their input on this.
---
And "Construction Materials" doesn't how? I know you mentioned the fact
that this doesn't include metal constuction materials (as well as wood) but
can you think of a better name?
---
When I think of construction materials I think of wood, brick, and steel. Someone might put a lot of effort into Construction Materials trying to get skyscrapers, and then wonder why they can't build them. Skyscrapers require an entirely different construction material than the one this tech involves. And besides, the primary use of these things will be paving roads.
---
Yes, yes. But gunpowder is a major discovery, not up there with agriculture
or the wheel, but definatly moreso than something like copper working and
many others.
---
In my model, Copper Working is one small part of Metalworking. Likewise, Gunpowder is a small part of Chemistry. At about Chemistry 20%, the player discovers gunpowder.

I think that one of your concerns with my model is that it is not specific enough about applications. And you do have a good point. I have an idea that might address your concerns without much more complexity.

We add a few "Application Techs." These are not part of the tree and are completely independent of other techs. They might even use a different RP pool. These Application Techs deal with the way that the basic techs are used. For example, consider Military Applications. This tech is required to build military items. If you don't research it, you don't get military applications even if you have the proper percentage of the basic tech. All applications get a new prerequisite, such as:
Crossbow: Mechanical Engineering *25%, Military Applications 30%
Musket: Chemistry *30%, Metalworking *30%, Military Applications 40%
If you don't go for miltary applications, you can research more civilian applications and improve your economy, like the Chinese did. They never got guns because they didn't focus on military applications like the Europeans did.

This is just an idea. What do you think?

Richard Bruns is offline Richard Bruns
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time: 06:13
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#47 Report this post to a moderator
Avatar Enlargement: We've got the solution

> First off before I reply to your other questions I seen nothing i medicine
> that reflects the eastern or native american approach to this basic tech:
> ***
> Medicine
> Medicines, Surgery, Vaccine, Artificial Limb
> 0%-No Prerequisite-10%-Biology(*10%)-80%-Genetics(*80%)-100%
> 0%-Biology-100%
> Higher levels make people live longer and be healthier and happier
> ***
> Is this a mistake, intentional or are you modeling some other way? The
> reason is, is because if we are going to have this non-biased to one
> cultural type or another as much as humanly possible, which is one thing I
> won't comprime on, this represnts mainly a western philosophy.
> ---
> I don't understand how this is biased. You can get up to 10% with no
> biology knowledge at all; this represents herbal cures and trial and
error.
> After that you have to have some basic biology knowledge to heal people.
If
> I left something out, it was because I don't know about it. Was there
some
> helper tech I forgot? I don't want to leave anyone out; I just don't know
> what I am leaving out.

In the beginning its not, but it doesn't include the "alternative" methods
most of the "western" mdeical field considers primitive which with now that
research has been done has a lot more credibility to it than once thought by
most of the western scientific community.

I'll reply with the rest later

--- New Mail ---

> That's fine, but we still have to have an end point i mean otherwise we
> could end up with an intiger that never ends (6.66666...). Also if we do
> use intigers we might want to do a little more tweaking with the model
later
> on. FE having a requirement at 29.3 or something. Again don't worry
right
> now that's for play testing.
> ---
> I was thinking two decimal places for the cutoff (6.67) But there could
> also be programming concerns. Different variable definitions allow you do
> do different things and take up different amounts of memory. So a
> programmer will have to give their input on this.

The amount of memory shouldn't be too much if we tell it to store it at a
max of 2 decimal places.

> And "Construction Materials" doesn't how? I know you mentioned the fact
> that this doesn't include metal constuction materials (as well as wood)
but
> can you think of a better name?
> ---
> When I think of construction materials I think of wood, brick, and steel.
> Someone might put a lot of effort into Construction Materials trying to
get
> skyscrapers, and then wonder why they can't build them. Skyscrapers
require
> an entirely different construction material than the one this tech
involves.
> And besides, the primary use of these things will be paving roads.

Well do u have a better name? I would say masonry, but i really don't think
so.

> We add a few "Application Techs." These are not part of the tree and are
> completely independent of other techs. They might even use a different RP
> pool. These Application Techs deal with the way that the basic techs are
> used. For example, consider Military Applications. This tech is required
> to build military items. If you don't research it, you don't get military
> applications even if you have the proper percentage of the basic tech.
All
> applications get a new prerequisite, such as:
> Crossbow: Mechanical Engineering *25%, Military Applications 30%
> Musket: Chemistry *30%, Metalworking *30%, Military Applications 40%
> If you don't go for miltary applications, you can research more civilian
> applications and improve your economy, like the Chinese did. They never
got
> guns because they didn't focus on military applications like the Europeans
> did.

I had a slightly diff idea, but it may be able to be incorperated somehow
with mine. Each item, tech, improv whatever has the basic tech min prereq.
However just because you meet them doesn't mean u automatically learn them.
FE the Native Americans had enough mechanical knowledge to create the wheel,
but outside of children's toys they didn't impliment it because it didn't
help them. The Chinese are even more famous for things like this. They
were actually the first to invent the car, but because no one cared or had
any use for it and also because they didn't keep records like western
scientist did, they aren't credited with it. Thus they would have met the
prereqistes in both cases, but the culture didn't have need of it for some
reason or another so in order to be "discovered" there must be a demand of
some sort. This will have to be worked out carefully with the
social/cultural model as well as other models such as geography, military,
etc.

Anyway how could this tie in with your idea? Well instead of adding yet
another type of tech the items, improvements, basic a techs, specific techs,
social techs, etc all will be affected by the cultural parameters, instead
of just the basic techs. In order to get certain things the first and most
important requirement is that u have the minimum requirements for whatever
is ness. Assuming u have met these requirements a check is then made on the
appropriate cultural parameters to see if it can be "discovered" (ie
discovered and socially accepted). I have several ideas of how to do this.
Assuming it does fail, it is checked again next turn, starting over again
(ie making sure the min prereqs are still in place). Each percentage (or
perhaps any amount above even .01%) will aid in its chance of discovery.
However it must still pass the cultural parameter test which would have
min/max type parameters set so that even if something exceeds the min
prereqs by a whole lot it still can't be socially accepted and so no one
will "discover" it.

Finally we'll haveto figure out if items/improvements should be implimented
immediatly on discovery of the appropriate techs like in civ2 or they
themselves have certain levels above and beyond those techs (in add to the
cultural parameters).

Richard Bruns is offline Richard Bruns
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In the beginning its not, but it doesn't include the "alternative" methods
most of the "western" mdeical field considers primitive which with now that
research has been done has a lot more credibility to it than once thought by
most of the western scientific community.
---
I assume you are talking about things like acupuncture. In my model the player does not even see anything like that anyway. Medicine simply raises and the people are healthier. It does not matter if the raise comes from acupuncture or a new drug or surgical technique. I believe that the player will simply not get involved in the level of detail you are talking about. The only thing that will really matter is the end results.
I never meant for the examples I gave to be a complete list of the total knowledge you have at the end of the tree. Any specific thing like this can be included in a list of things you have discovered, but I don't see how the basic tech model itself needs to be changed.

--- New Mail ---

Well do u have a better name? I would say masonry, but i really don't think
so.
---
Masonry and Cement?
---
I had a slightly diff idea, but it may be able to be incorperated somehow
with mine. Each item, tech, improv whatever has the basic tech min prereq.
However just because you meet them doesn't mean u automatically learn them.
FE the Native Americans had enough mechanical knowledge to create the wheel,
but outside of children's toys they didn't impliment it because it didn't
help them. The Chinese are even more famous for things like this. They
were actually the first to invent the car, but because no one cared or had
any use for it and also because they didn't keep records like western
scientist did, they aren't credited with it. Thus they would have met the
prereqistes in both cases, but the culture didn't have need of it for some
reason or another so in order to be "discovered" there must be a demand of
some sort.
---
So basically they didn't have the application tech at a high enough level.
---
This will have to be worked out carefully with the
social/cultural model as well as other models such as geography, military,
etc.

Anyway how could this tie in with your idea? Well instead of adding yet
another type of tech the items, improvements, basic a techs, specific techs,
social techs, etc all will be affected by the cultural parameters, instead
of just the basic techs. In order to get certain things the first and most
important requirement is that u have the minimum requirements for whatever
is ness. Assuming u have met these requirements a check is then made on the
appropriate cultural parameters to see if it can be "discovered" (ie
discovered and socially accepted). I have several ideas of how to do this.
Assuming it does fail, it is checked again next turn, starting over again
(ie making sure the min prereqs are still in place). Each percentage (or
perhaps any amount above even .01%) will aid in its chance of discovery.
However it must still pass the cultural parameter test which would have
min/max type parameters set so that even if something exceeds the min
prereqs by a whole lot it still can't be socially accepted and so no one
will "discover" it.
---
Really good in theory, but there might be a gameplay problem. What if a player really wants something but for some reason the cultural parameters don't allow the tech to be built? The player will be really frustrated. I have visions of people blasting the game because they researched to get a tech and it was unavailable for a reason they can't understand.

My idea would allow the player themselves to set the cultural standards. If they don't care about economic or civilian applications and need a way to fend off a horde of barbarians, then they can put a lot into Military Applications. This way they get what they need.

I think it wouldn't be too complex to give everything a tech prerequisite and an applications prerequisite. That way the thing comes when there is both technological ability and need, as defined by player priorities.

But the social model is not ignored. If your people believe you are researching too much or too little of some application, they will tell you. Their desires are made known and there are consequences for doing something they don't like, but you have the authority to do things anyway. This way the player interacts with the people and hears their concerns, instead of being unexpectedly denied something they want.
---
Finally we'll haveto figure out if items/improvements should be implimented
immediatly on discovery of the appropriate techs like in civ2 or they
themselves have certain levels above and beyond those techs (in add to the
cultural parameters).
---
Obviously you have to physically produce some things, so the economic model determines what something costs in monetary terms. But I think that the proper tech and application level should automatically give you the option to make or do something. I really think it would be unrealistic and bad for gameplay to have to research every little thing individually.

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> Well do u have a better name? I would say masonry, but i really don't
think
> so.
> ---
> Masonry and Cement?

Like i said it didn't sound exactly right.

> Really good in theory, but there might be a gameplay problem. What if a
> player really wants something but for some reason the cultural parameters
> don't allow the tech to be built? The player will be really frustrated.
I
> have visions of people blasting the game because they researched to get a
> tech and it was unavailable for a reason they can't understand.
>
> My idea would allow the player themselves to set the cultural standards.
If
> they don't care about economic or civilian applications and need a way to
> fend off a horde of barbarians, then they can put a lot into Military
> Applications. This way they get what they need.

As far as some things go, the levels set will usually be quite generous.
And remember culture isn't static. If hordes of barbarians are raiding and
doing damage the culture will change to allow u to gain access to that new
tech rather quickly if u couldn't before.

> I think it wouldn't be too complex to give everything a tech prerequisite
> and an applications prerequisite. That way the thing comes when there is
> both technological ability and need, as defined by player priorities.

Not everything will. Pottery really wouldn't need one because almost every
culture in existance uses pottery. Its what u might consider a "universally
practical" invention. There are others also. However simply allowing
things to be obtained instantly because u've simply met the prereqs isn't
historically accuracte to any extent. Your right that the player should
have control, but he can create the greatest gadgets, but if no one wants
them, he wouldn't be able to use them and thus like the chinese automobile
it will be forgotten and really not matter.

> But the social model is not ignored. If your people believe you are
> researching too much or too little of some application, they will tell
you.
> Their desires are made known and there are consequences for doing
something
> they don't like, but you have the authority to do things anyway. This way
> the player interacts with the people and hears their concerns, instead of
> being unexpectedly denied something they want.

Yes, yes we all want something ^_^, but that doesn't mean we always get what
we want and the player shouldn't be any differnt. As this would be
concerned, unless if had direct military apllications that were ness for the
civs survival (which was discussed earlier on some of the tech threads for
speeding up some techs), he would have hard time finding the scientist
willing to do the work. Also what good would it do for him to create
refrigeration FE if no one wanted it? Again like in China, it would be lost
within a few years and the research would have to be redone.

Now to keep the player from thinking there's tons of bugs in his game
because he can't figure out why his discovery he was looking foward to so
much wasn't "discovered" we could put a message stating something like "Sir,
we discovered..., but do to fierce resistance/lack of support among the
general populous (or target population), further investment at this time
will only result in loss of money with no gain."

> Obviously you have to physically produce some things, so the economic
model
> determines what something costs in monetary terms. But I think that the
> proper tech and application level should automatically give you the option
> to make or do something. I really think it would be unrealistic and bad
for
> gameplay to have to research every little thing individually.

OK, but then these would have to then have to have cultural modifiers and
reguardless of the players wishes not be able to be produced if they fail
the cultural test because otherwise then the player would 99% of the time
say everything that i can produce cuz of my tech level i want to,
reguardless of what my pop thinks. There can be loopholes for mercantile
reasons, but the player must know of places wanting the suff.

I assume you are talking about things like acupuncture. In my model the
player does not even see anything like that anyway. Medicine simply raises
and the people are healthier. It does not matter if the raise comes from
acupuncture or a new drug or surgical technique. I believe that the player
will simply not get involved in the level of detail you are talking about.
The only thing that will really matter is the end results.
I never meant for the examples I gave to be a complete list of the total
knowledge you have at the end of the tree. Any specific thing like this can
be included in a list of things you have discovered, but I don't see how the
basic tech model itself needs to be changed.
---
OK i understand now, but the upper part relies on genetics and the thing is
that higher level of most eastern medicine relies more on "balancing ones
self" reguardless of genetics. Not to say that genetics doesn't have affect
on medicine, but in this model as far as the very high levels is concerned
there would be no way to adequetly represent the bridge of western and
eastern type medicines seen today since "genetics" is key to gaining really
high levels. If u can explain how that is solved in ur model the way it is,
ill be content.

Also I'be started redoing the models now that i got the input from u. I've
changed some that i haven't discussed with u for various reasons, usually
making it simpler.

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Not everything will. Pottery really wouldn't need one because almost every
culture in existance uses pottery. Its what u might consider a "universally
practical" invention. There are others also. However simply allowing
things to be obtained instantly because u've simply met the prereqs isn't
historically accuracte to any extent.
---
A tech like Mechanical Engineering is not just a set of theories and equations. That tech is also meant to represent experementation, trials, prototypes, and the study of potential applications. So by Mechanical Engineering 50% your people have already drawn plans for a new type of machinery, built a prototype of that device, and figured out what it could be good for. Then and only then do you get the message that some new thing is available. The practical part of things is already included in all of the techs. They are not just academic disciplines; they also represent the completed and tested plans for doing things.
---
Your right that the player should
have control, but he can create the greatest gadgets, but if no one wants
them, he wouldn't be able to use them and thus like the chinese automobile
it will be forgotten and really not matter.

Yes, yes we all want something ^_^, but that doesn't mean we always get what
we want and the player shouldn't be any differnt. As this would be
concerned, unless if had direct military apllications that were ness for the
civs survival (which was discussed earlier on some of the tech threads for
speeding up some techs), he would have hard time finding the scientist
willing to do the work. Also what good would it do for him to create
refrigeration FE if no one wanted it? Again like in China, it would be lost
within a few years and the research would have to be redone.
Now to keep the player from thinking there's tons of bugs in his game
because he can't figure out why his discovery he was looking foward to so
much wasn't "discovered" we could put a message stating something like "Sir,
we discovered..., but do to fierce resistance/lack of support among the
general populous (or target population), further investment at this time
will only result in loss of money with no gain."

OK, but then these would have to then have to have cultural modifiers and
reguardless of the players wishes not be able to be produced if they fail
the cultural test because otherwise then the player would 99% of the time
say everything that i can produce cuz of my tech level i want to,
reguardless of what my pop thinks. There can be loopholes for mercantile
reasons, but the player must know of places wanting the suff.
---
This depends on the government type. In most governments throughout history, the government did whatever it felt like regardless of the wishes of the population. In a democracy your people have more power and the scenario you describe would happen. But historically democracy is rare and unusual.
Consider Peter 'the Great' and Stalin. Each one of them made it their goal to modernize Russia. They built new factories and infrastructure, changed social institutions, and introduced new technology. In short, they did whatever they felt like and anyone who didn't like it was crushed. They had to put up with social unrest, but it was a problem they could deal with. Unless a player chooses a government type like democracy, they should have the historical power to control their nation.
As for China, the techs there did not get implemented because the rulers of the country did not put effort into finding ways to implement them. China was rigidly controlled by the government, so if the government wanted to do something it would have been done. I am assuming that the player represents the government or something similar, so they would have this kind of power. In history it was not done, but that does not mean it could have been done.
I think you are overestimating the power of the people. For most of history, in almost every part of the world, all of the people were basically slaves to the government. They could riot or fight the government, but they could not instantly block something the government wanted to do. In a democracy the player will expect these kinds of situations, but if they are running monarchy or totalinarianism they will expect to have the historical power to control the country.
---
OK i understand now, but the upper part relies on genetics and the thing is
that higher level of most eastern medicine relies more on "balancing ones
self" reguardless of genetics. Not to say that genetics doesn't have affect
on medicine, but in this model as far as the very high levels is concerned
there would be no way to adequetly represent the bridge of western and
eastern type medicines seen today since "genetics" is key to gaining really
high levels. If u can explain how that is solved in ur model the way it is,
ill be content.
---
I could add Psychology as a helper tech. Would that do the job?

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> A tech like Mechanical Engineering is not just a set of theories and
> equations. That tech is also meant to represent experementation, trials,
> prototypes, and the study of potential applications. So by Mechanical
> Engineering 50% your people have already drawn plans for a new type of
> machinery, built a prototype of that device, and figured out what it could
> be good for. Then and only then do you get the message that some new
thing
> is available. The practical part of things is already included in all of
> the techs. They are not just academic disciplines; they also represent
the
> completed and tested plans for doing things.

What I meant was that all techs have some level of use, however the
usefulness can vary from place to place for a lot of things.

> This depends on the government type. In most governments throughout
> history, the government did whatever it felt like regardless of the wishes
> of the population. In a democracy your people have more power and the
> scenario you describe would happen. But historically democracy is rare
and
> unusual.
> Consider Peter 'the Great' and Stalin. Each one of them made it
> their goal to modernize Russia. They built new factories and
> infrastructure, changed social institutions, and introduced new
technology.
> In short, they did whatever they felt like and anyone who didn't like it
was
> crushed. They had to put up with social unrest, but it was a problem they
> could deal with. Unless a player chooses a government type like
democracy,
> they should have the historical power to control their nation.
> As for China, the techs there did not get implemented because the
> rulers of the country did not put effort into finding ways to implement
> them. China was rigidly controlled by the government, so if the
government
> wanted to do something it would have been done. I am assuming that the
> player represents the government or something similar, so they would have
> this kind of power. In history it was not done, but that does not mean it
> could have been done.
> I think you are overestimating the power of the people. For most of
> history, in almost every part of the world, all of the people were
basically
> slaves to the government. They could riot or fight the government, but
they
> could not instantly block something the government wanted to do. In a
> democracy the player will expect these kinds of situations, but if they
are
> running monarchy or totalinarianism they will expect to have the
historical
> power to control the country.

Well once again I said there would be large enough to do what u wanted.
However if the people in Russia really didn't want Russia modernized a
little more so than what they were it prob couldn't have been done and in
any event that still doesn't mean they should get it as soon as the gain the
very minimum prereqs, because once again this is really historically
inaccuracte.
Also if did not impliment it that way and the player always got it when they
had the base minimums then if the next turn it went below those minimums
there should be a signifigant chance they loose that tech because they no
longer would have the ness prereqs. However, the other way i want to
impliment it, where it goes up as u get higher on all prereqs and such there
is a greater chance of learning it. Thus even if they did manage to drop
below we wouldn't have quite a much reason to have the players suddenly
"loose" the techs, but have the chance go up a little slower. This would
help incorperate game balance then.

> OK i understand now, but the upper part relies on genetics and the thing
is
> that higher level of most eastern medicine relies more on "balancing ones
> self" reguardless of genetics. Not to say that genetics doesn't have
affect
> on medicine, but in this model as far as the very high levels is concerned
> there would be no way to adequetly represent the bridge of western and
> eastern type medicines seen today since "genetics" is key to gaining
really
> high levels. If u can explain how that is solved in ur model the way it
is,
> ill be content.
> ---
> I could add Psychology as a helper tech. Would that do the job?

Ok that would prob work.

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What I meant was that all techs have some level of use, however the
usefulness can vary from place to place for a lot of things.
---
My idea was to have that level of usefulness be represented by a value; the level of your Application techs. These techs determine your ability to use what you found by being a prerequisite for things. Your ability to research application techs would be influenced by the wishes of your people, so if they didn't want war it would be harder to research Military Applications.
---
Well once again I said there would be large enough to do what u wanted.
--
I have no idea what this means.
---
However if the people in Russia really didn't want Russia modernized a
little more so than what they were it prob couldn't have been done
---
What exactly could they have done to stop it? It wasn't at all voluntary in history. Both of these rulers faced intense internal discontent and they were able to squash it. In my model, when you have a totalitarian government you always have the option of doing something but you are told if people will hate it. If you do it anyway you will face civil disorder and will have do deal with all of the problems that will cause. The social model is still important, but historically governments have been able to use martial law to do whatever they wanted to.
---
and in
any event that still doesn't mean they should get it as soon as the gain the
very minimum prereqs, because once again this is really historically
inaccuracte.
---
If my engineers have designed a steam engine, built and tested a prototype, and told me how to use it, then how is it inaccurate for me to start building them? The research and design process is included in all of the techs.
---
Also if did not impliment it that way and the player always got it when they
had the base minimums then if the next turn it went below those minimums
there should be a signifigant chance they loose that tech because they no
longer would have the ness prereqs.
---
If their tech falls to below the prerequisites of something, then they get a message like, "We no longer know how to make/use XYZ. If we researched more into ABC, then we would able to make/use this item again." At that point, all things that you owned that needed that tech would become idle and start to decay. Once you rediscovered the necessary techs, you would gain access to the things again if they had not decayed too much.
---
However, the other way i want to
impliment it, where it goes up as u get higher on all prereqs and such there
is a greater chance of learning it.
---
I don't understand this. What is 'it'?
---
Thus even if they did manage to drop
below we wouldn't have quite a much reason to have the players suddenly
"loose" the techs, but have the chance go up a little slower. This would
help incorperate game balance then.
---
So if I lost all knowledge of flight, then the only result would be that the quality of my new jet fighters would only increase at a slower rate? That makes no sense. I must be reading this wrong.

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> If my engineers have designed a steam engine, built and tested a
prototype,
> and told me how to use it, then how is it inaccurate for me to start
> building them? The research and design process is included in all of the
> techs.
> ---
The thing is though they might not have done that. The basic tech chart
doesn't represent them working toward specific inventions, but rather to
general improvements. It is through these improvements that new
technologies are discovered. In order to represent what was stated in your
last paragraph we'd have to use another type of model because they aren't
just working on the "steam engine" or whatever, they are working on
everything possible to improve there understanding of technology.

> Also if did not impliment it that way and the player always got it when
they
> had the base minimums then if the next turn it went below those minimums
> there should be a signifigant chance they loose that tech because they no
> longer would have the ness prereqs.
> ---
> If their tech falls to below the prerequisites of something, then they get
a
> message like, "We no longer know how to make/use XYZ. If we researched
more
> into ABC, then we would able to make/use this item again." At that point,
> all things that you owned that needed that tech would become idle and
start
> to decay. Once you rediscovered the necessary techs, you would gain
access
> to the things again if they had not decayed too much.
> ---

That's what I mean which is also historically inaccuracte and the way i
propose would solve this while keeping game balance. It may take a lot of
skill and knowledge to create gunpowder, but once the hard work is done the
formula can be written down for anyone to look at and all they would need to
do is follow the formula. Now over time it is usually lost, distorted, etc.
so the ability to use this method forever wouldn't work, but would allow for
several % points to drop before it couldn't be done, again this would have a
chance off losing it each turn slowly getting higher till it was guaranteed
to be lost.

> However, the other way i want to
> impliment it, where it goes up as u get higher on all prereqs and such
there
> is a greater chance of learning it.
> ---
> I don't understand this. What is 'it'?
> ---
> Thus even if they did manage to drop
> below we wouldn't have quite a much reason to have the players suddenly
> "loose" the techs, but have the chance go up a little slower. This would
> help incorperate game balance then.
> ---
> So if I lost all knowledge of flight, then the only result would be that
the
> quality of my new jet fighters would only increase at a slower rate?
That
> makes no sense. I must be reading this wrong.

Not all. If u lost all knowledge on flight you could no longer fly. But if
you lost a little bit u could still fly your jets and keep them repaired
(somewhat), but not build new ones. Eventually if u don't continue to put
research back in, the repairs will do less and less, however use same amount
of resources till repairing does nothing at all. The quality of your pilots
shouldn't change too much so long as u can fly other planes however.

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The thing is though they might not have done that. The basic tech chart
doesn't represent them working toward specific inventions, but rather to
general improvements. It is through these improvements that new
technologies are discovered. In order to represent what was stated in your
last paragraph we'd have to use another type of model because they aren't
just working on the "steam engine" or whatever, they are working on
everything possible to improve there understanding of technology.
---
I designed the entire system around the assumption that the basic tech chart does represent your people working toward specific inventions as well as the general application. They are working on all possible ways to improve the technology, which includes many potential applications.
Remember that your research is not being done in only one lab. It is the combined effort of hundreds or thousands of people in your civ. Each one of them is working on something specific within the scope of that technology, and their combined efforts raise the general tech level and also create specific applications. So the tech level prerequisite already includes a working prototype.
---
That's what I mean which is also historically inaccuracte and the way i
propose would solve this while keeping game balance. It may take a lot of
skill and knowledge to create gunpowder, but once the hard work is done the
formula can be written down for anyone to look at and all they would need to
do is follow the formula. Now over time it is usually lost, distorted, etc.
so the ability to use this method forever wouldn't work, but would allow for
several % points to drop before it couldn't be done, again this would have a
chance off losing it each turn slowly getting higher till it was guaranteed
to be lost.

Not all. If u lost all knowledge on flight you could no longer fly. But if
you lost a little bit u could still fly your jets and keep them repaired
(somewhat), but not build new ones. Eventually if u don't continue to put
research back in, the repairs will do less and less, however use same amount
of resources till repairing does nothing at all. The quality of your pilots
shouldn't change too much so long as u can fly other planes however.
---
It seems that you want to attach a percentage to each individual application. When you discover the thing it is at 100% so you can use it normally. If you let the tech levels slide, the percentage of the application falls steadily so your ability to use the thing declines until it hits zero at which time you cannot use it at all. If the tech levels then rise again, the percentage goes back to 100. This would be reasonable and workable, as long as the player cannot directly influence these percentages. If the player has to micromanage hundreds of application percentages like these, the game will get so tedious it will be unplayable.

Richard Bruns is offline Richard Bruns
King
NC, USA
Nov 1999
time: 06:13
Post  Old Post 02-02-2000 04:38 Visit Richard Bruns's homepage!
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> The thing is though they might not have done that. The basic tech chart
> doesn't represent them working toward specific inventions, but rather to
> general improvements. It is through these improvements that new
> technologies are discovered. In order to represent what was stated in
your
> last paragraph we'd have to use another type of model because they aren't
> just working on the "steam engine" or whatever, they are working on
> everything possible to improve there understanding of technology.
> ---
> I designed the entire system around the assumption that the basic tech
chart
> does represent your people working toward specific inventions as well as
the
> general application. They are working on all possible ways to improve the
> technology, which includes many potential applications.
> Remember that your research is not being done in only one lab. It is the
> combined effort of hundreds or thousands of people in your civ. Each one
of
> them is working on something specific within the scope of that
technology,
> and their combined efforts raise the general tech level and also create
> specific applications. So the tech level prerequisite already includes a
> working prototype.

The thing is most people throughout history had no idea to what they were
working toward exactly so this IMO is completely wrong, however, if u feel
that stongly about it then I can ask the question to everyone in the forum
and see what they think. And ur point about the many labs goes ahead and
also simply increases the resoning for my argument because each lab, though
coordinated with others perhaps, will be attempting to learn things
individually. The player may know when approx they'll reach each tech, but
in order to simulate history more accuratly we need to have this or
something equally as good.

> That's what I mean which is also historically inaccuracte and the way i
> propose would solve this while keeping game balance. It may take a lot of
> skill and knowledge to create gunpowder, but once the hard work is done
the
> formula can be written down for anyone to look at and all they would need
to
> do is follow the formula. Now over time it is usually lost, distorted,
etc.
> so the ability to use this method forever wouldn't work, but would allow
for
> several % points to drop before it couldn't be done, again this would have
a
> chance off losing it each turn slowly getting higher till it was
guaranteed
> to be lost.
>
> Not all. If u lost all knowledge on flight you could no longer fly. But
if
> you lost a little bit u could still fly your jets and keep them repaired
> (somewhat), but not build new ones. Eventually if u don't continue to put
> research back in, the repairs will do less and less, however use same
amount
> of resources till repairing does nothing at all. The quality of your
pilots
> shouldn't change too much so long as u can fly other planes however.
> ---
> It seems that you want to attach a percentage to each individual
> application. When you discover the thing it is at 100% so you can use it
> normally. If you let the tech levels slide, the percentage of the
> application falls steadily so your ability to use the thing declines until
> it hits zero at which time you cannot use it at all. If the tech levels
> then rise again, the percentage goes back to 100. This would be
reasonable
> and workable, as long as the player cannot directly influence these
> percentages. If the player has to micromanage hundreds of application
> percentages like these, the game will get so tedious it will be
unplayable.

Something like that. First off it would only begin to slide once it went
below the min prereq. The thing that would be differnt would be if it ever
reached zero, it would have to be relearned because the knowledge is
considered "lost" similar to what i said about the Chinese and the
automobile.

Richard Bruns is offline Richard Bruns
King
NC, USA
Nov 1999
time: 06:13
Post  Old Post 02-02-2000 04:39 Visit Richard Bruns's homepage!
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The thing is most people throughout history had no idea to what they were
working toward exactly so this IMO is completely wrong, however, if u feel
that stongly about it then I can ask the question to everyone in the forum
and see what they think.
---
They don't have to know what they are working toward. Each percentage point of a tech represents investigation into many random things, anything from trying new crop plants to tinkering with machinery to figuring out the equations that govern pendulum movement. It is the accumulation of these random investigations that increase your civ's technical knowledge. And after a while, these investigations lead to something useful. Isaac Newton said that he could see things better because he was standing on the shoulders of giants. None of these early thinkers, or 'giants', knew what Newton planned on doing and indeed they might not have seen any practical use for their work. But their investigations increased the tech level, leading to useful things.
---
And ur point about the many labs goes ahead and
also simply increases the resoning for my argument because each lab, though
coordinated with others perhaps, will be attempting to learn things
individually. The player may know when approx they'll reach each tech, but
in order to simulate history more accuratly we need to have this or
something equally as good.
---
I hope that the player will not have to micromanage every lab. I thought there would be one control box where you allocate some percentage of your total RP pool to every tech. With this in mind, I tried to use the minimum number to techs. If they have to choose between more than two dozen techs at the same time, it will get very confusing. In my mind the RP pool represents the total creative capacity of your civ, everything from inventors in garages to professors at a public university to business people trtying new things in a factory or workshop. It is impossible to manage all of this directly, so you have to treat it as a lump sum.
I designed my model around this assumption and the assumption that the basic techs included practical experimentation and prototypes. If my understanding of the game mechanics was flawed or you deny those assumptions, then all of my efforts on the tech model were wasted.
---
Something like that. First off it would only begin to slide once it went
below the min prereq. The thing that would be differnt would be if it ever
reached zero, it would have to be relearned because the knowledge is
considered "lost" similar to what i said about the Chinese and the
automobile.
---
Sounds good.

Richard Bruns is offline Richard Bruns
King
NC, USA
Nov 1999
time: 06:13
Post  Old Post 02-02-2000 04:40 Visit Richard Bruns's homepage!
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> They don't have to know what they are working toward. Each
> percentage point of a tech represents investigation into many random
things,
> anything from trying new crop plants to tinkering with machinery to
figuring
> out the equations that govern pendulum movement. It is the accumulation
of
> these random investigations that increase your civ's technical knowledge.
> And after a while, these investigations lead to something useful. Isaac
> Newton said that he could see things better because he was standing on the
> shoulders of giants. None of these early thinkers, or 'giants', knew what
> Newton planned on doing and indeed they might not have seen any practical
> use for their work. But their investigations increased the tech level,
> leading to useful things.

> I hope that the player will not have to micromanage every lab. I
> thought there would be one control box where you allocate some percentage
of
> your total RP pool to every tech. With this in mind, I tried to use the
> minimum number to techs. If they have to choose between more than two
dozen
> techs at the same time, it will get very confusing. In my mind the RP
pool
> represents the total creative capacity of your civ, everything from
> inventors in garages to professors at a public university to business
people
> trtying new things in a factory or workshop. It is impossible to manage
all
> of this directly, so you have to treat it as a lump sum.
> I designed my model around this assumption and the assumption that
> the basic techs included practical experimentation and prototypes. If my
> understanding of the game mechanics was flawed or you deny those
> assumptions, then all of my efforts on the tech model were wasted.
> ---
Here's where I differ. Its not in the theory that what the percentages
represent is practical experience or prototypes, but that that just because
u have certain level's of experience doesn't mean u will automatically have
all the understanding ness. to create an item. It means that u have a
chance. This increases the higher up u are. This represents more of
someone who redifines the way in which that aspect of technology (or the
social structure for social advances) is viewed. The way it is modeled now
without that in it there is no way to represent this aspect of the way
science advances, ie most scientist gradually expand the knowledge of what
they know which is already modeled using the percentages, however the
abiliuty that some great minds transcend and redefine the way in which
science is looked at can't be modeled like it is unless we use my idea. It
would show that even though u might have the knowledge u need a "great mind"
to help make sence of it enough for practical purposes, ie specific advances
like gunpowder.

> Something like that. First off it would only begin to slide once it went
> below the min prereq. The thing that would be differnt would be if it
ever
> reached zero, it would have to be relearned because the knowledge is
> considered "lost" similar to what i said about the Chinese and the
> automobile.
> ---
> Sounds good.

But i we use this idea we need to use the other idea of not ness gaining it
right away, ie having min prereq, but instead having certain % chance to
learn it which will rise as ur level rises till its 99%. Also some things
would still have to have cultural modifiers, such as the social advance
"Discovery of Chi"...i'm trying to find some equivalents for europe and
other places, but i doubt i will find one for europe/modern western world
since religion of the west stressed that man should control nature while the
east and native american religions stressed man should live in harmony with
nature.

Richard Bruns is offline Richard Bruns
King
NC, USA
Nov 1999
time: 06:13
Post  Old Post 02-02-2000 04:41 Visit Richard Bruns's homepage!
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It seems like you want the following:

Crossbow 10% chance: Mechanical Engineering 16%
Crossbow 20% chance: Mechanical Engineering 17%
Crossbow 30% chance: Mechanical Engineering 18%
Crossbow 40% chance: Mechanical Engineering 19%
Crossbow 50% chance: Mechanical Engineering 20%
Crossbow 60% chance: Mechanical Engineering 21%
Crossbow 70% chance: Mechanical Engineering 22%
Crossbow 80% chance: Mechanical Engineering 23%
Crossbow 90% chance: Mechanical Engineering 24%
Crossbow 100% chance: Mechanical Engineering 25%

Whereas I prefer:
Crossbow 100% chance:
Mechanical Engineering 25%, Military Applications 30%

And as for culture, I think there should be no distinction between eastern and western on the tech tree. Instead of having to be in an eastern culture to discover Chi, you simply have to be at a certain level of philosophy and environmentalism.

Richard Bruns is offline Richard Bruns
King
NC, USA
Nov 1999
time: 06:13
Post  Old Post 02-02-2000 04:42 Visit Richard Bruns's homepage!
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> It seems like you want the following:
>
> Crossbow 10% chance: Mechanical Engineering 16%
> Crossbow 20% chance: Mechanical Engineering 17%
> Crossbow 30% chance: Mechanical Engineering 18%
> Crossbow 40% chance: Mechanical Engineering 19%
> Crossbow 50% chance: Mechanical Engineering 20%
> Crossbow 60% chance: Mechanical Engineering 21%
> Crossbow 70% chance: Mechanical Engineering 22%
> Crossbow 80% chance: Mechanical Engineering 23%
> Crossbow 90% chance: Mechanical Engineering 24%
> Crossbow 100% chance: Mechanical Engineering 25%
>
> Whereas I prefer:
> Crossbow 100% chance:
> Mechanical Engineering 25%, Military Applications 30%

That's pretty much it, though the increase rate might differ.

> And as for culture, I think there should be no distinction between eastern
> and western on the tech tree. Instead of having to be in an eastern
culture
> to discover Chi, you simply have to be at a certain level of philosophy
and
> environmentalism.

I know what ur saying, but it has a lot to do with the religious type, not
just religious level also. I mean the us is definatly high enough on
enviormentalism and philosophy it would be except its philosophy has taken
another direction. If we go with ur idea we do another type of
discimination saying that 1 philosophy isn't as good as another (although i
agree with u that it should prob be higher than others, many might
disagree).

Richard Bruns is offline Richard Bruns
King
NC, USA
Nov 1999
time: 06:13
Post  Old Post 02-02-2000 04:42 Visit Richard Bruns's homepage!
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That's pretty much it, though the increase rate might differ.
---
I would prefer to leave out the randomness and have the player only get the tech when it reaches the 100% mark. But there may be a compromise. Remember my first idea, the one about inventors that was eventually shot down for good reasons? Within a certain range, the chance of discovery would be dependant on the conditions I outlined in that proposal. So for a time, there is a chance that inventors will give you the thing. As the basic tech increases, there is a bigger chance that you get the thing, until you hit the 100% point at which time you will always get the thing. But the chance is not totally random. It is greatly influenced by social conditions. So if you have educated people and a good economy, you will have a much greater chance of getting things earlier. That reduces a lot of the randomness and I think it would work. Does it sound good?
---
I know what ur saying, but it has a lot to do with the religious type, not
just religious level also. I mean the us is definatly high enough on
enviormentalism and philosophy it would be except its philosophy has taken
another direction. If we go with ur idea we do another type of
discimination saying that 1 philosophy isn't as good as another (although i
agree with u that it should prob be higher than others, many might
disagree).
---
The US is developing a lot of the 'eastern' type thought. For example, in the home and garden section of the bookstore, you will find dozens of Feng Shui books. And as for the problem of one philosophy being higher than another, you are right. I would suggest that the player not direct philosophical stuff at all. I would like to see it be developed by your people without your influence. It would follow the conditions I outlined in my first tech proposal about inventors. I think philosophy should develop without player interference, so you get the feeling that your people are real and unique. But everyone else seems to want to order the people to think a certain way and tell them what philosophy to invent.

 
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