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- Groucho -
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quote: Originally posted by TechWins
... You don't neccesarily have to discover the whole Ancient tech tree befor you can continue your research onto the Middle Age tech tree. All you have to do is discover most of the techs in the Ancient tech tree. The same applies to all other time periods within the tech tree. |
If that is true, it is too bad. I like the idea of having to complete an age before you can move on to the next one. It seems silly to let someone drill too far forward (eg getting "Engineering" before they have "Literature") and without inter-age pre-requisites some of the advances don't make sense (eg. allowing chivalry before you have horseback riding).
Hopefully you've got more confidence than facts.
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Harlan
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Berkeley, CA, USA
Aug 2005 time: 21:15
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It seems bleeding obvious to me that this tech tree, while showing all the techs, does not show all the stuff that goes with each tech. However, you can see exactly how much is missing, because the spots for everything are there, its just they haven't made all the icons (and some of the ones they have made are works in progress ). Take a look at Masonry: there is a blank spot and then two things. Clearly something will be going in the blank spot. There are tons of white spaces all over where things will still fit in.
So what will take up those spots? Clearly there are a lot of wonders missing. There are supposed to be something like 12 major wonders and 24 minor ones (correct me here, I'm fuzzy on the exact numbers), but there are nowhere near that number of wonders shown, and some of the ones we know of from other sources aren't seen here (like the Grand Canal). Also, lots of tile improvements are missing, with only 2 or 3 showing (the round balls, like Fortification under Construction). The tech tree also shows when things become obsolete, by putting a red X through it (like Lighthouse becoming obsolete with Magnetism), so there are lots of those still needed. When certain trade goods become available may also explain a lot of the spots - I imagine that explains many of the missing spots in the ancient age.
The units and buildings appear more complete, but even those are probably incomplete. For instance, I can't see how the game can be without Diplomats and Spies, and having a Diplomat would explain one of the many spaces for Writing. It seems probable also that all the special units will find their way onto this tree, and that most of them aren't shown yet (I'm guessing the British special unit is one of the three ships available with Magnetism). There also seems to be an order to which type of thing gets shown first, from right to left after the picture of the tech, and units first, so the missing Masonry item is probably a unit.
Nationalism or Communism seems a logical place to put the "guerrilla effect". Effects like this (of which there were many in Civ2, like +1 naval movement with Nuclear Power) might also show up with some kind of symbol on the final tree. It may be that the Partisan unit isn't on the tree because it can't be built, or it could be a not-shown unit.
I second the notion that they're going for quality over quantity in techs. It seems like there is no tech that doesn't have at least one effect, judging by the white spaces.
Let the speculation on what belongs in those white spaces begin! For instance, shouldn't the trade good Iron and the special unit Legion both go under Iron Working?
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skalman
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Were are all non military units? I hope this tech tree is incomplete because I can't find my favorite unit from CTP, The corporation branch.
And I thought that Civ3 was more off a "peace" game, and what better unit are there than the corporation branch, lawyer, TV engivalist or a unit to manipulate whit other civs culture. I haven't heard anything about a "peace" unit, can somebody please tell me that I am wrong?
When a played CTP my favorite strategy in the modern era was to flood my enemy whit lawyers and corporation branches crippling there production rate.
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