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Straybow
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SG(2)… gone but not forgotten
Jan 1970 time: 23:17
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The plow (as we know it today) was invented incrementally over the course of history. The Middle Ages saw a boom in farm productivity because of the invention of the harness (which doubled the productivity of horse-drawn vehicles over older strap systems) and the unified plow (separating the root knife and the furrower in one system, allowing single-pass plowing of loose soils). Historians point to two other major farm advances during the Middle Ages. So much for the assumption of gross ignorance and backwardness…
The most recent innovation was the curved plow, devised in the late 18th-early 19th century (good ol' Thomas Jefferson and Ben Franklin contributed to refinements). The curved plow physically turns the soil, exposing the weed roots to the sun and air to kill them, etc. Drastically reduces the hoeing tasks, increases aeration to support biological activity, etc.
The loom is not just a frame for weaving, it has two warp frames that allow the weaver to thread the woof in a single pass with a shuttle, shifting the frames to alternate the warp. I don't know when it was invented, but long after 1600 BC. (Or maybe I've reversed the warp and woof. I'll have to get John Edwards to consult my namesake ancestors…)
Anyway, I'd say mine the old Civ3 Wishlists archive. How much do you want to steal… er, copy from Civ?
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Straybow
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SG(2)… gone but not forgotten
Jan 1970 time: 23:17
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My original nick here was don Don (see Nicks thread in Civ2 - General/Help); yes, that crazy guy with the small tiles and water resource based idea. It is a huge commitment to do actual coding, and since I know squat about Java I'd be no use. I did learn FORTRAN on a card punch back in '80, and Basic on a Trash80.
I truly used both throughout college. The languages, and I still have and use the TRS80 Pocket Computer w/1408 "steps" capacity! Not the card punch. No, I cleverly delayed my entry into the Engr program until after the transition to MS-DOS PCs.
I picked up Turbo Pascal because the student version was wonderfully cheap. Wrote a couple simple games, and did some practical programming, too. I did learn that making a coherent flow chart is about 90% of programming, with coding (assuming you know the language) being a snap. The other 90% of the work is debugging. I think testing to see if it actually does what you thought it would, game-wise, is the last 90% of the work, except of course the play-testing to see if anybody likes it. That can be left to somebody else.
So while I could participate in some aspects of structured programming, the >270% time commitment is a bear. 
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