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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:15
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Just to give an update from the mil point of view:
The military xml file currently has 2 required techs, warhorses and military tactics. I used a batch once to test if it affected the combats, and it does, so, from this point of view, the code works fine.
I wanted to add research points to the military tactics tech when a fight had occurred, but I can't. It looks like RP's are to be given to an application, and there is no such application in the technology file. If the "military tactics" is in, I can't dump points to it anyway.
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:15
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Thanks, Gary, for the substantial discussion of where you see things, and what the next steps should be. I promised a more-detailed reply earlier, and this is it!
quote: Originally posted by Gary Thomas
In the first place the technologies available in the current data file do not relate to the the actual elements in the demos to date. They are not sufficiently realistic. |
The current one has what I need for the first simple test of the feedback in technology between farming efficiency and RPs going to Food. The last time I tried this, it didn't work because of issues in the code. However, that may have been with an out-of-date version, so my first step will be to try it again and see what happens. The results will either be jubilation, or requests in the other thread
quote: Secondly there is no tech gui, to allow assignment of research points.
In fact, there is no provision for the production of research points. |
I will have the farming sector produce research points going into the Food activity in my test. The GUI I think is a post-demo 7 priority.
quote: It is my view that there should be a way to refer to technologies ONLY from data. No technology should be hard coded. Laurent has gone some way to implementing such an approach, with his requirements specifications. I do not think that the technologies in his military file exist in the tech file though. |
Agree completely. However, I will just be putting things in by hand for my first trivial tests.
quote: I am unclear on what kind of bugs are meant here. They cannot be programming bugs since the tech tree is simply data. If it can read one tech it can read them all. Refining the parameters is play-testing, not debugging. |
The problems that I had in trying to previously implement the Farming/Food interaction were issues of the model that had not gone into the code due to whatever vagaries of fate and/or documentation. They weren't parameter issues, and are what I at least think of as bugs. The fact that every detail of a very complicated model didn't go in on the first or even the second shot is not terribly surprising.
quote: Applications, as specified in the tech model, are coded.
(snip)
For these reasons I do not see applications as being a useful concept. |
Gary, are the Parameters you were pushing coded? I guess I can use either Applications or Parameters for the time being. In the economics area most of what I am planning to do fits the original single-dimension effectiveness design. And I guess that I can use raw techs for most of what I plan to do.
The reason I am not in favor of scrapping Applications completely, even if their previous function is mostly superseded by Parameters and other objects defined with in models other than tech, is for the reason of the tech interface. Every tech-related "Thing" needs to be registered with the tech model IMO so that the model can say "you can have musketeers when your metallurgy is X better" or some such. An Application interface that military elements, and everything else that gives buildable things depending on tech, implements seems like the solution to this for me. Of course this would invalidate most of the existing Application code, but such is life. I also believe that even for incredibly multi-attribute military elements we must be able to give the player a Single effectiveness as a default so they can know how good their musketeers or whatever are. Most players will not care to look at a spreadsheet with 32 different characteristics for a military element to assess how good it is for them! My proposed Application interface would have a name, methods that can return what level of which techs are needed for the thing to be buildable, a statement of where RPs that are genereated go to, and a way to get an overall effectiveness. Perhaps a way to get each parameter and its effectiveness would be needed too. More on this in my post here of 26-02-2002 13:41.
I think the multi-attribute effectiveness is a thing that can give good gameplay if used in moderation. I believe having more than a critical few types of effectiveness per Application (or whatever) is overkill in most circumstances, and will be a poor use of resources. YMMV.
Laurent: I think it would be beneficial for you to focus on testing tech instead of either sieges or diplomacy like we talked about in the other thread. What do you think?
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:15
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quote: Research points are given to activities (not applications). At present the only activity is "food". This does not help a lot for your requirements. |
Well, maybe if we consider foodfights...
So what is the method I should call (I think I had found it once so I can probably find it again)? I should just put a "tactics" application affecting Military Tactics in the tech file or what? I feel a bit fuzzy as to what is what in the model right now.
As for applications having a single effectiveness, it is okay as long as it is just about showing the player. I mean I will fake a "power" for units for use by player and AI (like I said somewhere, a combo of health, attack, defense...) and show it as an effectiveness. However, the way it is affected by tech depends on parameters. Thus if you get a high tech level in painkillers it might raise health of units and thus their effectiveness, but it is not the same thing as increasing firepower, in particular as some techs will affect all units whereas others will only affect musketeers.
Also about obsoleteness. I think I want to say Units become obsolete when another Unit is available. Probably, I would actually check the obsolescing unit's effectiveness against the obsolete one before saying the old is obsolete, but you get the idea. That means applications that are buildable should check obsoleting applications effectiveness against their own. I'm not sure it's on-topic here but what do you think? It would be a clear way to show the player that tech does something: By preventing to build legions early, allowing them 3 turns later and then saying since our legions are much better than warriorbands in quality/price ratio, we no longer show the warriorband in the build orders -thus getting a better econ UI. That's it. It's the wrong thread. I should have been posting in GUI Econ thread!)
I'd like to test the tech part, but I'd like the player to see something out of it. I might do something like having a military tactics level just below what's needed to build a new kind of unit and, after a fight, try to popup a message/event like "Our brilliant generals discovered that new tactics could lead to better organization of our armies, which will allow us to build XXX". Specifics about XXX would be nice, though. Maybe new roman legions or something like that (call them Scipio's legions or cohorts even though it was more reorganizing armies than building new ones)?
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:15
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quote: one RP = the innovation created by 1000 people (modern highly-educated people) working on innovation full-time with use of about $50k of capital |
Okay, unless Richard has set up the things otherwise, but do you have any idea as to how many RP's a fight should give to Combat Tactics and such? Right now I have factor * (number of units at end of tick + 1) points per tick spent fighting. That means a little fight gives out (factor) * 100+ points. (I can probably tip this to a max number per fight if needed.)
I have no clue as how much time spent or kapital it is equivalent to. Any idea how many RPs should be generated by a fight, at most?
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Richard Bruns
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NC, USA
Nov 1999 time: 06:15
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quote: Originally posted by Gary Thomas
Finally, there has to be a semantic connection between actual operating elements in the game (units, social elements, economic infrastructure) and the named technologies. This does not presently exist. In some cases the name of a technology has been hard coded into the program. This is particularly true of the social mode. Unfortunately the technologies referred to do not exist in the data.
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I made my tech tree based on the military units I saw in demo 5. I planned for the tech system to mainly affect the military units, thinking it would be a matter of: raise tech and get better units. I had no idea you wanted full hookups all over the system.
quote:
We just need more, and more relevant technologies. If each person who is going to use a technology could give you a list, perhaps you could organize them into a tree. If I, in coding road-building, require a technology, that is what I require. However, such a thing has antecedents, perhaps like masonry and engineering. While the road-building tech is not available, I can't do much about applying the tech model to road-building. So, at present, there is no restriction at all on the ability to build roads.
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This sounds like a good plan. The new thread should serve nicely.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:15
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Richard,
I attach a file for you to check if you would like.
It is the tech output of a few turns playing Carthage against Rome. I put a Combat activity which adds RPs to Military Tactics, RPs being earned at the end of each fight. Note the figures are huge, but, well, at least you can see the diminishing returns stuff without a calculator. It may be interesting to see if you find the information sufficient to "debug" the code/compare with your model.
The xml technology and military files I also attach in a zip.
Attachment: techrun.zip
This has been downloaded 2 time(s).
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Richard Bruns
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NC, USA
Nov 1999 time: 06:15
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quote: Originally posted by Gary Thomas
Research points are given to activities (not applications). At present the only activity is "food". This does not help a lot for your requirements. This is one of the reasons I have been asking for a more complete tech file.
Cheers |
Simple_Tech_Test.xml has three activities defined: Food, Production, and Military. As far as I remember, it always has. You may have a file that got truncated somehow.
And I don't know what you were saying about descriptions. If a null value crashes the program, I can quickly add some descriptions. The description was mainly for a simple thing like "This tech helps you build up infrastructure". What else did you want in there?
quote:
This could be a problem with the upkeep requirement... In passing, I think upkeep should be a Fraction of knowledge or level, not just a fixed number. What do you think Richard?
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This has always been the case. RP= "stuff" - c * k, where k is the knowledge level and c is the upkeep value determined in the text file. (about 0.02 for now) Upkeep is always a multiple of knowledge, about 1/50th of the knowledge value in this case. But I got rid of upkeep for the test as you requested. All you have to do is change the global value of Upkeep to zero, and then change it back again later.
quote:
However I cannot see how applications can possibly be part of the technology model - they are provided by the other models which use them. The application part of the model is coded and will work, in the limited sense that the tech model specifies. They will then be disregarded by the rest of the system because they are far too simplistic, for example, the main examples of applications are, at present (and probably forever), military elements. A military element has hugely more information that a single effectiveness value.
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I've recognized that a single value for application effectiveness isn't going to be good. I wrote a lot about this issue some time ago, with a proposal for having the tech model change specific things like attack power or health. Let me drag some of it up:
posted 07-11-2001:
quote:
I realized that the tech editor and xml file have no provision for changing different attributes of an a unit. I wasn't planning ahead very well. Instead of a single number for the effects of the helper/required tech, we will want a few different options available for what the application's required techs will change.
It also occurs to me that out hard-coding of formulas for things like longtermgrowth and shorttermgrowth is horribly restrictive and unintuitive. Another archaic holdover from my initial bad modeling. Is there any way to allow the user to input any basic formula into the xml file, to be read by the game?
Something like this would be very good:
....
This would replace the old longtermgrowth and shorttermgrowth values with something much more flexible and easier to use. Can it be done?
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All that stuff is on the first page of this thread. As far as I know it didn't get into the code. I think it might fix the application problems Gary mentioned, since the proposal allows the tech xml file to directly change the attributes like attack and health that the program uses in its calculations.
LDiCesare, I couldn't download that zip file for some reason. I got a "page cannot be found" error.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:15
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quote: LDiCesare, I couldn't download that zip file for some reason. I got a "page cannot be found" error. |
I managed to dowload it. I post some snippets here so you can check them:
From technology.xml:
<globals>
<growthrate>0.01</growthrate>
<upkeep>0.02</upkeep>
<diminishingreturns>1.0</diminishingreturns>
<helperweight>1.5</helperweight>
<multiplier>2.0</multiplier>
<growthfactor>10.0</growthfactor>
</globals>
<technology>
<name>Military Tactics</name>
<tier>1</tier>
<growthrate>1.0</growthrate>
<upkeep>1.0</upkeep>
<diminishingreturns>1.0</diminishingreturns>
<startlevel>0.0</startlevel>
</technology>
<activity>
<name>Combat</name>
<description>Training and fight allow discovery of new tactics allowing more efficient troops.</description>
<recipient>
<name>Military Tactics</name>
<proportion>1.0</proportion>
</recipient>
</activity>
This is used in military.xml:
<Element>
<Name>Warrior</Name>
<category>foot</category>
<Attack><value>20</value>
<technology>
<name>Military Tactics</name>
<startlevel>10.0</startlevel>
<add>1</add>
<multiply>0.03</multiply>
</technology>
</Attack>
(...)
And now some tech output:
Carthage, Military Tactics multiplier (MV) = 2.0
Carthage, Military Tactics growth (GV) = 10.0
Carthage, Military Tactics growthRate (m) = 0.01
Carthage, Military Tactics upkeep (c) = 0.02
Carthage, Military Tactics diminishingReturns (DR) = 1.0
Carthage, Military Tactics startLevel (Ts) = 0.0
Carthage, Military Tactics helperEffect (H) = 1.0
Carthage, Military Tactics levelValue = 0.0
Carthage, Military Tactics rps = 0.0
Carthage, Military Tactics k = MV^((Tn-Ts)/GV) = 1.0
Carthage, Military Tactics V = (RP^DR)*m*H*I - E*c*k = -0.02
Carthage, Military Tactics newLevel = -0.29146317
Note the newLevel lowered because of the lack of RPs. Any idea of a simple formula saying how many RPs must be spent to maintain the level? By reducing upkeep to 0 and keeping everything else equal, I had end levels of 15 instead of -3 in one test which lasted about 15 turns, with maybe 8 turns of fight which gave rps.
Then I add research points:
Carthage, Military Tactics research points incremented by 93.0 to 570.0
(...)
Carthage, Military Tactics levelValue = -0.8743899
Carthage, Military Tactics rps = 570.0
Carthage, Military Tactics k = MV^((Tn-Ts)/GV) = 0.94119203
Carthage, Military Tactics V = (RP^DR)*m*H*I - E*c*k = 5.681176
Carthage, Military Tactics newLevel = 27.273474
Last turn:
Carthage, Military Tactics levelValue = 37.408062
Carthage, Military Tactics rps = 546.0
Carthage, Military Tactics k = MV^((Tn-Ts)/GV) = 13.368875
Carthage, Military Tactics V = (RP^DR)*m*H*I - E*c*k = 5.1926227
Carthage, Military Tactics newLevel = 42.142414
I changed te amount of rps to see the difference in end level. Dividing the amount by 100 leads to negative tech level. Upkeep also changes a final value of -3 to a final value of 13. That is a big difference.
I want to have a start level of 10 instead of 0 and end level of maybe 15 at the end of the scenario. Tuning the values for that will be a bit touchy I believe. I am modifying only upkeep, that I'll set to 0 for simplicity, and the amount of RPs. Do you have a (simple?) approximation formula of how many RPs are needed to reach a certain level (inverse function)?
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:15
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Hi Richard:
I Said:
In passing, I think upkeep should be a Fraction of knowledge or level, not just a fixed number. What do you think Richard?
You Said:
quote: This has always been the case. RP= "stuff" - c * k, where k is the knowledge level and c is the upkeep value determined in the text file. (about 0.02 for now) Upkeep is always a multiple of knowledge, about 1/50th of the knowledge value in this case. But I got rid of upkeep for the test as you requested. All you have to do is change the global value of Upkeep to zero, and then change it back again later. |
Sorry, I should've looked at the formula. The first-turn result for V with no RPs was -0.02, so I assumed c was just subtracted even though it says clearly in the trace output what the formula is...
But almost any value for c has problems for low numbers of people as we have in Dawn. If you make it so extremely primitive tech doesn't backslide for a few-people civ, then it explodes for something with 100x the population. But as I said that's a discussion for the future.
BTW I believe the requirement for the description text is simply that it not say "null" because of the way the parser works. Obviously a short description for each tech is best, but "" would suffice if I understand Gary's comment correctly.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:15
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quote: Originally posted by LDiCesare
I managed to dowload it. I post some snippets here so you can check them:
From technology.xml:
....
<activity>
<name>Combat</name>
<description>Training and fight allow discovery of new tactics allowing more efficient troops.</description>
<recipient>
<name>Military Tactics</name>
<proportion>1.0</proportion>
</recipient>
</activity>
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The activity I have in the esisting tech tree is called "Military" and it gives tech to horses and metallurgy in addition to tactics. Do you intend to replace this activity or add a new one that only runs Rp from combat? It makes sense that combat itself only gives tactics tech, but I like the idea of an activity that the player can invest in to raise all techs that lead to and improve military units. So should we have a Military activity that the player invests spare RP in as well as a Combat activity that only uses RP from battle experience? That makes sense; I'll add it in.
quote:
This is used in military.xml:
<Element>
<Name>Warrior</Name>
<category>foot</category>
<Attack><value>20</value>
<technology>
<name>Military Tactics</name>
<startlevel>10.0</startlevel>
<add>1</add>
<multiply>0.03</multiply>
</technology>
</Attack>
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I think I understand now. This is what I have been calling an Application. You have moved them out of the tech xml file and into the model specific xml file, where they fit better. So when I make a tech tree, I only need to define technologies and activities; the applications have or will be defined in the other model files.
If you would post a list of the applications you have, I will make sure that the technologies will support them.
quote:
Note the newLevel lowered because of the lack of RPs. Any idea of a simple formula saying how many RPs must be spent to maintain the level?
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The upkeep was set to 0.02, or 1/50'th of the knowledge value. Since knowledge starts at 1 and eack RP gives 0.01 knowledge, the civ has to produce 2 RP's to remain constant in the technology. This should be easy for economic sectors, since a single square of primitive farms should probably be generating at least one RP for the Food sector. But since battles don't happen all the time, backsliding in tactics will probably occur unless the player feeds spare RP's into the tech. Currently we seem to have no GUI to do this.
quote:
By reducing upkeep to 0 and keeping everything else equal, I had end levels of 15 instead of -3 in one test which lasted about 15 turns, with maybe 8 turns of fight which gave rps.
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Are you saying that after 8 battles with no upkeep, the tech level was 15? That sounds reasonable; a civ's knowledge of military matters would more than double with 8 major engagements. But were these big battles or small ones?
quote:
Then I add research points:
Carthage, Military Tactics research points incremented by 93.0 to 570.0
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Woah. Where did all those RP's come from? A primitive civ shouldn't have that many to spare. 93 RP for all 8 battles sounds aout right, but those extra will of course push the value too high.
quote:
I want to have a start level of 10 instead of 0 and end level of maybe 15 at the end of the scenario. Tuning the values for that will be a bit touchy I believe. I am modifying only upkeep, that I'll set to 0 for simplicity, and the amount of RPs. Do you have a (simple?) approximation formula of how many RPs are needed to reach a certain level (inverse function)? |
This can be derived from the equations. Since E and I don't currently do anything, DR is set to 1, and there are no helpers for this tech, we have:
V = RP*m - c*k
the temporarily elimination of upkeep (c=0) results in simply:
V = RP*m
V is the change in knowledge. Mark and I thought it would be a good idea to get rid of tech level temporarily and only deal with the values of k. It is much easier to see the equations that way, since new k is simply old k plus V. k starts at one, and if you wanted the tech level to rise by 5, that would mean that k would rise to about 1.4
So over the course of the scenario, all the V values will have to add up to 0.4. Since each RP increases V by 0.01 (the multiplier value), that means we have to generate 40 RP's for military tactics over the course of the demo. You know the number of battles and units in the scenario better than me, so you can figure out how many RP's we need per battle to get those 40 RP's. It seems that all you have to do is make the battles generate half the RP's they did in your test.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:15
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quote: So should we have a Military activity that the player invests spare RP in as well as a Combat activity that only uses RP from battle experience? That makes sense; I'll add it in. |
Yes, I intended to have both.
The 8 battles were quite big, as Carthage used a huge force to smack the Romans. Romans usually had little armies.
Now I know I need 40 points, I will adjust all figures accordingly, thanks for the math.
The 93 points thing was actually the bare number for one tick, which is ridiculously high, the total for one battle in a turn being the 570... I divided that by 100 to 5.7 and then to 28.5 in later tests. I'll go on tweaking this until I get the results I want. I bet it will be divided by 1000 with an upkeep of 0. Higher upkeep would mean I need more points. Having big values was useful however, as it makes debugging more visual.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:15
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quote: If you would post a list of the applications you have, I will make sure that the technologies will support them. |
You can look at the D6 military.xml file, otherwise if you manage to download the zip I put here, the newest one is in it.
Basically, military elements are applications, and inherit tech influence. Thus Warrior defines once and for all what effects military tactics has. Horses and metallurgy I also put in based on your file. Notable elements which may need tech on their own include triremes, elephants, archers and soon transport boats.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:15
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quote: Originally posted by LDiCesare
You can look at the D6 military.xml file, otherwise if you manage to download the zip I put here, the newest one is in it.
Basically, military elements are applications, and inherit tech influence. Thus Warrior defines once and for all what effects military tactics has. Horses and metallurgy I also put in based on your file. Notable elements which may need tech on their own include triremes, elephants, archers and soon transport boats. |
I still can't download that zip file. I'll look for that file in the stff Mark sent me. From what you said before, I'm pretty sure the military end of teh tech tree is shaping up nicely. What needs work is all the other stuff.
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:15
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In getting the tech-econ hookups going, I have identified something that really bothers me. I don't think there is a solution for the issue in the tech model as currently described, but I may be wrong...
I don't like how techs can increase without limit even if most other technologies for the civ remain at stone-age level. For example, in the simple tech test technology tree we are using now, provided that both Farming and Biology increase together there is no limit to how high they can get. I realize that part of this deficiency is simply due to the trimmed-down nature of the current tech tree. In the future either Farming will have significantly more Helper technologies, or the effectiveness in farming will come from a larger number of skills such as Farm Tools, Irrigation, Fertilization, etc. If the web of required techs to increase farming effectiveness is sufficiently dense, then the problem that I'm looking at may just go away. But still I think there will be other areas of technology where there are only a few helper technologies that will generate effects similar to what I see for the Farming/Biology pair now. These will especially happen in areas of the game where we don't think we need to model technology in a really detailed fashion, because they are non-core game areas.
I also believe that no matter how detailed our tech tree is, there will be tech links that are not worthwhile putting in explicitly that still would repress the growth in a given technology if it were far ahead of the basic technological level of a given society. I think it will increase the stability of the model, and reduce the tweaking that will need to be done, if we can explicitly handle these effects in a crude fashion in the model. What I am especially keen to avoid are the ridiculous things that can happen in Civ2 where some bronze-age culture can steal or trade for Rocketry and start flinging missiles around, launched by catapults no doubt .
I don't know what we should do about this for the next demo, but I think a long-term solution is needed. Provided that others think this is an issue too, I think I have a reasonable solution. The idea is to have a helper tech that represents the gross technological level of the society. I'll call this helper All-tech for the moment. I'll get to how it's level is determined in a later post if we get that far with the idea. In the current context of farming/biology the Farming tech could have a helper of All-tech with a weight maybe half as large as Biology has now. If farming were at the same general level as most of the other technologies All-tech would neither helper nor hinder farming progress. But as the Farming/Biology pair gets to 20 or so tech levels above the rest of the technologies the progress in farming would slow noticeably, and at some point reaches essentially a steady state rather than growing without bound. This would simulate the effect of all the technologies that make more-modern farming work that are not explicitly included as helper links in the tech tree. This approach will allow farming, under the right circumstances, to get moderately far ahead of other technologies with effort. This feature is important to preserve so that the player's tech decisions really matter. But farming, or any other technology, would not be able to achieve modern levels of efficiency within the context of a bronze age culture's technology.
I think all of the specifics of this idea can be easily worked out satisfactorily. For that reason I will stop here and see what the general reaction of Richard and the rest of the team is. In addition to an all-encompassing All-tech synthetic technology, we could also have others that are somewhat more specified, like "all-military-tech", or all-social-tech... this proposal doesn't address the overall stability of the tech model to the extent that if all techs increase rapidly, it doesn't restrain the system. But I think will significantly reduce the effort needed to put into tuning the tech tree so that relatively small clusters of technologies can't shoot off independent of all the others. Of course we can design any particular group of technologies to be able to raise ahead if desired by simply leaving out the All-tech helper.
Last edited by Mark_Everson on 25-05-2002 at 21:34
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:15
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An overall helper tech might be good, but you'd better find it a name (culture, traditions, learning are a few suggestions).
I don't know if it is needed, however it sounds reaonable. Let's hear what Richard has to say.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:15
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Such a helper tech could be a good idea. We'll have to test it. It shouldn't be too hard to implement. All we have to do is:
1) Assign this as a helper for every technology.
2) Add it as a recipient to every activity.
I can do this manually, via the editor, but it would be better if it is done automatically for all techs in the future.
But before we implement it, let's do some complete game playtests without it. I think that, as Mark mentioned, a more interconnected tech tree could help deal with techs that get too far off.
However, I have a feeling that, if implemented, this global helper would do more to aid lagging techs than it would to slow down advanced techs. This is probably a good thing, but it may not be exactly what you intended.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:15
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quote: Originally posted by Gary Thomas
At present the technologies have, as well as a level, a characteristic of active/inactive. |
When a technology is first discovered, then k=1 and the technology level is equal to the start level. But k can fall below one, and the level fall below the starting level, and the technology will not automatically disappear.
A technology is inactive until its prerequisites are met, and then it is active for the rest of the game.
quote: Hence it is the activity that should have the active/inactive status, not the technology. |
Not necessarily. Consider the activity "Transportation" and suppose the player always invests in it, so it is always active. In modern times the "Flight" technology will be active and be supported by the activity. But in medieval times, there will be no "Flight" technology; it will be inactive even though the player is investing in an activity related to it.
There has to be a way to prevent RP's from going to a technology that doesn't exist yet. I'm assuming that the "Inactive" tag does that.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:15
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Transportation would be an activity, not a technology, but yes, technologies are discovered when prerequisite technologies reach a certain level. For Flight the required technologies would be Engines and Physics.
We won't have any new technologies being discovered in these early tech trees, however.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:15
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Actually, in my first implementation, the required tech level was 15, starting from 10, and I had tuned the figures so that the RP output would be correct. There are more fights now than then, due to econ orders being issued, so I can scale down. I can change the start levels of the military-realted techs to 5 in Delenda, make 10 needed for cohorts and adjust the RP production accordingly. Would those figures do?
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Richard Bruns
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NC, USA
Nov 1999 time: 06:15
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I have downloaded the demo 7 file and will start experimenting with it soon.
quote: Originally posted by Mark_Everson
Laurent had mentioned that Legionary (cohorts) come in at Military Tactics level 20. IMO that is too high.
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If the Tactics starts at 10, then it is in fact too low, since in that case the knowledge is only twice that required to build a basic mob of men with sticks. Cohorts are fairly advanced, almost an order of magnitude better than primitive warbands.
There seems to be a lot of confusion generated by the existence of levels. This is entirely my fault, due to bad modeling several years ago. I now try to think in terms of knowledge, the linear scale of advancement. The entire concept of a tech level is IMO causing far more problems than it's worth.
After experimenting with the program, I'll come up with a scale based on knowledge. Note that I will not try to keep things within ten tech levels, for I do not think this is proper. If advancement is limited to ten tech levels, it means that knowledge cannot do more than double between ancient times and the Romans. I think it axiomatic that the Romans had technology, in some areas at least, that was far more than twice as good as the very first civilizations. Expect tech levels of up to 40.
Historical Note: I read in a military history book that the armies of Alexander the Great would have been able to defeat any army of any race at any time until the pike and shot era of the 1600's. So their tech level might be well into the fifties, at least in terms of organization and tactics.
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