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HisMajestyBOB is offline HisMajestyBOB
Warlord
Drinking the blood of the Proletariat
Jul 2000
time: 00:19
  Old Post 01-05-2002 05:15
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Tech Trees Support Apolyton

What do you scenario-making veterans use to plan out your tech trees? Index cards, or somethign on the computer? I've got a good scenario idea going, but planning the tech tree is a pain, so I'm hoping you'll be willing to share some of your secrets and wisdom.

Dr. Nick is offline Dr. Nick
Deity
Mola mazo!
Oct 2000
time: 01:19
  Old Post 01-05-2002 07:18 Visit Dr. Nick's homepage!
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Pencil, paper and concept boxes.

Case is offline Case

King
The backlash starts here
Feb 2000
time: 15:19
  Old Post 01-05-2002 10:22 Visit Case<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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I do it all in my head

Needless to say, my tech trees never work at first

ravagon is offline ravagon
King
Australia
Sep 1999
time: 13:19
Post  Old Post 01-05-2002 11:27
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I make sure I start off with the tech tree poster that came with my original civ2. That way I don't forget about any of the special flag techs that can do such undesirable things to an otherwise good scenario.

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:19
  Old Post 01-05-2002 14:44 Visit Mercator's homepage!
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I usually start out using some text editor, writing all techs I can think of down, in no particular order. Then I'll use the text editor and/or paper and pencil to construct the tree itself.
First and most importantly, figure out which techs will form the basis and get the general idea of how the different branches will interact. Write any ideas down on paper.
Then I'll start arranging the techs, mostly cutting and pasting techs behind eachother in an orderly fashion, like this (just a silly little example):

Writing		Literacy
Trade Currency
Map Making
Code of Laws Monarchy

Literacy, Trade and Code of Laws require Writing. Currency and Map Making require Trade. Monarchy requires Code of Laws.

It's usually easiest to disregard any second prerequisites first, that way I can keep a nice and simple tree structure. When this is done, I can create the links for the second prerequisites.

The hardest, or at least most tedious, part probably is getting it all into the rules.txt, avoiding any special techs (or using them appropriately)... Especially when I want to order them alphabetically.
But well, I've only made 2 or 3 tech trees so far, and not the most complex ones either.

our_man is offline our_man
Prince
Glasgow, Scotland
Oct 2000
time: 05:19
  Old Post 01-05-2002 19:15
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Despite having some impressive word processing packages on the computer, I usually find it easier to do it the old-fashioned way i.e. Pencil & Paper.

hardjoy is offline hardjoy
Warlord
Odense, Denmark
May 2001
time: 06:19
  Old Post 01-05-2002 20:54
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Paper and pencil, and notepad, much in the way Mercator described. With my latest projects, I have found it increasingly helpful to do a visual tech tree with Paintshop Pro, i.e. a large image file, where units and icons can be pasted in along with the tech names and their effects (in connected boxes), and cut'n pasted from this file to their respective slots in the graphics files. Makes it very easy to see which units and which improvements will appear when and if they make sense, and that no tech slots are left useless, unless they're supposed to.

I must add that this part without doubt is the hardest part for me, especially when doing something historical, where I have to think really hard to consider which advances will be the crucial ones to players in the scenario, in a way that actually reflects historical changes.

kobayashi is offline kobayashi
Prince
Singapore
Dec 2000
time: 13:19
  Old Post 02-05-2002 20:16
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see this page

http://www.civfanatics.com/doc/customtree/TechTree.html

Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:19
  Old Post 03-05-2002 00:36
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Generally, I begin with a firm idea of the period and the techs that I want to employ, with a rough idea of how they're connected. Then I go in with the advances editor and start changing things. By now, I know which techs also have other features and which don't, (and if I miss one, I can always fix it). The next stage requires an hour or two of examination of the tree to make certain that there are no reflexive techs (writing-->literacry-->writing) that will crash the program. If there are any blanks left over, a little thought will usually suffice to find a place to squeeze them in. In summary, it's mostly done in my head, with the specific concept in mind. I don't find creating tech trees difficult at all. As a matter of fact, it's one of the most enjoyable aspects of scenarion creation.

It helps to have a couple of degrees in history too.

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