Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Call To Power II > CtP2-Creation/AI/Mods/Scenarios > Good Possibilities
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread   
Pages (4): [ 1   2   3   4   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:20
Post  Old Post 13-07-2002 02:35 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Good Possibilities Get a bigger avatar today!

Here I like talk about everthing that is or could be possible to do with trade goods in CTP2. We know the Civ3 ressource system, that only allows you to build a certain unit if you have a certain ressource available.

For example you need oil to build tanks. But here comes a question into my mind: Why should I event a technology like oil refining if I don't know what it is oil. So inventing oil fuiled tanks without knowing how to fuil them is stupid and actual impossible.

So my idea is if a civ controlls a certain good it gets an advance, let's say in the example above advance_oil that enables the advance oil refining and then you can build your tanks and maybe some other advances.

Another idea would be to make some other advances depending on the terrain that the civ owns. For example if you only own grassland, dessert and plain tiles it should be difficuilt for to find some stone to event stone working. But if you own some forest or jungle tiles than you should get the tech to event something like wood working instead of stone working to build huge constructions.

The consequences of implementing these ideas would be a radical change of the tech tree, even more radical as the modifications in Cradle or MedPack2. It is not just adding and removing some techs from the tree. Both mods still offer a conventional tech tree, it is still linear. In this tech tree you will be able to make "jumps" and really breakthrough, because you found the ultimate good that enabled the superior weapon technology. Of course also one of your opponents could invent it.

So the idea is that a player can't invent everything, espeacily if not every good is on the map. But there is another idea to prevent a civ to invent everything, for example if a civ already invented wood working why they should invent stone working, if it can already build huge constructions. And if you steal an advance that you shouldn't own then you get a message that this particular advance is absolutly useless to you, because you already know the great advance of XXX that enables already the great things.

As I said above that this will result a radical change of the tech tree actual a complete new tech tree, with the consequence of huge modifications not only in the advance.txt, but also in the buildings.txt, wonders.txt, units.txt, governments.txt....

The result will be a new mod, so far the project title is GoodMod2: The Mod of Good dependent advances
The gameplay of this mod would be total different from the other mods here, because your progress in technology would be nearly completly dependent on goods. The difficuilty level would be dependent on the good slider. More goods means in this case more techs and more techs means an easier game. The game would be also very random, depending on the goods on the map.

As there is so much to change and to add, the task is huge, therefore this thread to get your ideas and thoughts and of course your help, about all the enabling goods for the advances, what wonders should be in, units buildings, government...

-Martin

centrifuge is offline centrifuge
Prince
USA
Apr 2002
time: 22:20
  Old Post 13-07-2002 04:04
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Re: Good Possibilities Get a bigger avatar today!

This is a great idea Martin, and I hope that work on it get's started right away

There are a couple things though...

quote:
Originally posted by Martin Gühmann But there is another idea to prevent a civ to invent everything, for example if a civ already invented wood working why they should invent stone working, if it can already build huge constructions.


I'm not sure that I agree with this point. For example, a Civ would need the lighter easier to work with wood for horse carts, weapons(spears, arrows...), and houses etc. However, Stone is going to be needed for more sturdy construction of things such as aqueducts and fortresses.

quote:
Originally posted by Martin Gühmann Another idea would be to make some other advances depending on the terrain that the civ owns.


I assume that this means that if I start on an Island that is mostly forest, I will be able to research a certain path of techs...But, If I take over some territory that is mostly mountains, do I get a brand new choice of techs to research, in addition to the ones that were already available? If that is the case, If I lose the mountain land, then the new tech path would be lost, and any benefits that came with it...

This would make the Civ that has the most diverse starting territory the easy favorite of the game, which could be quite interesting, but also very frustrating

Overall, it sounds like a very good Idea, however, I think that the choices of tech paths and dependance, will need to be implemented very carefully.

Just my couple of cents

C

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:20
Post  Old Post 13-07-2002 15:42 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

quote:
Originally posted by centrifuge
I'm not sure that I agree with this point. For example, a Civ would need the lighter easier to work with wood for horse carts, weapons(spears, arrows...), and houses etc. However, Stone is going to be needed for more sturdy construction of things such as aqueducts and fortresses.


The army stuff here is a good point that I didn't considered. But actual it isn't necceassry to build an aqueduct or a fortress out of stone, you could also use wood to fortify your positions.

quote:
Originally posted by centrifuge
I assume that this means that if I start on an Island that is mostly forest, I will be able to research a certain path of techs...But, If I take over some territory that is mostly mountains, do I get a brand new choice of techs to research, in addition to the ones that were already available? If that is the case, If I lose the mountain land, then the new tech path would be lost, and any benefits that came with it...


The result would be if you take over a territory rich of stone you can invent knew techs, because you know from that day the ressource stone and you have huge amounts of it available. Of course it would be insteresting to simulate the "forgetting" of techs. But this is very complicated, and your civ wouldn't forget the tech at once.

To go back to the oil example you got oil under your controll and therefore the oil tech that enables oil refining, now you discovered oil refining and tank warfare and you are now able to build tanks once you build some tanks you loose the oil good, mow you have less oil available then before. The conclusion wouldn't be to distroy your tanks, but you could reduce their movement points in order to make them a little bit less efficient.

quote:
Originally posted by centrifuge
This would make the Civ that has the most diverse starting territory the easy favorite of the game, which could be quite interesting, but also very frustrating


That's the idea behind it. And would be closer to reality, otherwise the tech developement in the world would be today on the same level everywhere. The plan is to use GoodMod1 as a base and there the AI expants already a lot, so that this wouldn't be the problem to help the AI in getting goods and you have to find ways to get techs. Of course tech trading should be also an option, but the benefits should be less.

quote:
Originally posted by centrifuge
Overall, it sounds like a very good Idea, however, I think that the choices of tech paths and dependance, will need to be implemented very carefully.


That's right and therefore this thread to find the best tech parth and dependances.

-Martin

arktiem is offline arktiem
Chieftain
of New York State
Nov 2001
time: 00:20
  Old Post 14-07-2002 06:38
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Re: Good Possibilities Lose 30 kilos (of popups)

Hey there!!

WOW! I have been away for a few days and come back to some exciting stuff!!

All right, Martin! This new GoodMod you are working on sounds really cool and I am looking very forward to heaing more about it. I have a LOT to catch up on, but will be carefully watching and would love to help in any way I can. Will post more later.

Arktiem

child of Thor is offline child of Thor
Emperor
UK
Jan 2002
time: 05:20
  Old Post 15-07-2002 03:36
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton buy from Amazon

Martin, CTP2 needs this kind of thing - so good luck!
I won't argue any particular points on what you've said so far, i just think ANY good/terrain dependant techs or units/buildings that can be introduced to CTP2 will be a great thing to achieve.
Just one thing, on what your proposing - how would you stop one particular civ getting a huge advantage over the rest when they invent/get a particular advance/good?
In the example of oil(good) to allow oil refinery and tank, if only one civ gets the chance at this, is this a good thing? I gather from what you wrote above this would be the outcome of what your proposing?Just kinda wondering what your take on this - as i said any thing of this kind will be great, just wondering about the balance if it's easy for one civ to get a big lead tech/unit wise? Of course i may have got the wrong gist of what you wrote

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:20
Post  Old Post 15-07-2002 20:17 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Browse Apolyton AD-FREE

quote:
Originally posted by child of Thor
Just one thing, on what your proposing - how would you stop one particular civ getting a huge advantage over the rest when they invent/get a particular advance/good?


That was the idea behind the stone-work on the one hand and the wood-work on the other hand. Both stone and wood should allow you to construct huge buildings with similar effects but if you got one of them first your civ won't see any need to reasearch the other tech. And even if you get it by a goody hut afterwards the other one was discoverd, your poeple couldn't use it, because the knowledge of the other tech path is already deeper.

I think it is better to make a whole group of techs depending on one ressource then just one tech. For the oil example it would mean that if you get an oil good under your controll then you can research oil refining that would enable internal combustion and here begins it, can it be only fueled on the base of oil or are there alternatives. So at least it would enable internal combustion on the base of oil. After that tech you could develope tank warfare on the base of oil, if you lose the the oil good in the meanwhile then you can invent tanks nevertheless, but there are a little bit more inefficient, because your oil will be limited. That could be done if you keep the oil good then you tanks will get a significant movement bonus. You can imagine there are private and public goods on the world. Public goods are under the controll of a civ, private ones in the hand of private persons who can sell them to everyone they want. Of course this way of getting ressources is more expensive then if your civ has the good, herefore less move point in the case you don't own the good.

Of course there is another way of getting to know a ressource: Trading. So there is another way to invent tanks, but in the end tanks will be less effective.

The mean thing of this concept is that you only can do something with a thing if you know this thing, therefore if someone can invent it other civs will get the oppotunity, too. But of course not every civ. So far the trade concept looks a little bit more difficuilt. (But I think the SendGood event can give enough pieces of information, if there is not another way to get more information.)

quote:
Originally posted by arktiem
Will post more later.


So what keeps you from doing that arktiem? And that's a way to help, we have a lot of goods that can enable a tech group.


Here two other ideas:

Ship contruction: What here is required is a costial city, to use a ship you need a habour or a place at the coast where it makes sense to build a ship. Building and inventing a ship in the middle of the dessert is just stupid.

Slave Labour: This tech should only be invented if you know that there are other civs that can give you some workers, so if you don't know anyone you can be enslaved why to invent a tech that let you enslave other people. (This would be interesting if you have to find the right good first so that you can enslave other poeple or you can only free them. In the original game this decisson lies totally in the hand of the player.)

-Martin

centrifuge is offline centrifuge
Prince
USA
Apr 2002
time: 22:20
  Old Post 15-07-2002 23:33
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

quote:
Originally posted by Martin Gühmann


That was the idea behind the stone-work on the one hand and the wood-work on the other hand. Both stone and wood should allow you to construct huge buildings with similar effects but if you got one of them first your civ won't see any need to reasearch the other tech. And even if you get it by a goody hut afterwards the other one was discoverd, your poeple couldn't use it, because the knowledge of the other tech path is already deeper.



I've been thinking hard on this concept, and believe it to be a good one, however, I don't like the idea of not "needing" to learn stone-working because you already know wood-working.

I think that anyone would have a very hard time thinking of any civilization throughout the history of the world that has not simultaneously used both woodworking and stoneworking. What it comes down to is that a civ will use the best technology that fits there needs, until another technology comes along that may fullfill those needs better. In the example of woodworking and stone working, A civ that knows how to make arrows and spears by sharpening a stick will do so, until they find that there is a more durable method of creating the spear and arrow points, by working with stone until it is sharpened. This is also, IMHO, the case with architecture. Sure, fortresses, aqueducts, etc. can be made with wood as well as stone, but that doesn't mean that a civ who already knows how to make a fortress from wood will not begin making them from stone, if the advance of stone working is stolen from another civ. The reason that I say this, is that stone is far more durable to fire and seige weapons, such as battering rams.

I guess that the point that I'm trying to make, is that a civ will work with the tools that it has available(thus the reason for this mod) but will also use the best materials for the job, so if it does learn about stone-working by stealing it from another civ, it is, IMHO, quite probable that the civ(with its newly aquired knowledge) will go in search for a source of stone.

Does this make sense? Or is it possible that I'm looking at the mod from a different direction than was originally intended?

-C-

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:20
Post  Old Post 16-07-2002 16:08 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Got spare money?

quote:
Originally posted by centrifuge
I guess that the point that I'm trying to make, is that a civ will work with the tools that it has available(thus the reason for this mod) but will also use the best materials for the job, so if it does learn about stone-working by stealing it from another civ, it is, IMHO, quite probable that the civ(with its newly aquired knowledge) will go in search for a source of stone.


One thing you have to consider is that you can only use the best tool and materials that are available at a place, you are in a jungle and have only the trees and no stone available than you will build your houses out of wood.

And you have to consider that you don't need to build your houses out of wood if you use wooden weapons and of course the way around. So maybe I should rename the advances to wood construction and stone construction. But the question remains how close this concept to reality is, even if it should balance the civs out, so that they will end all different.

quote:
Originally posted by centrifuge
The reason that I say this, is that stone is far more durable to fire and seige weapons, such as battering rams.


That's really a point, in reality you can't really keep someone from adapting a tech, alternativly we could think about alternative techs that enable a group of techs that will lead in the end to the same result.



To give you an idea of how many goods could enable a tech here a list:

1. Rubies
2. Diamonds
3. Bauxite
4. Emeralds
5. Glass
6. Oil
7. Dates
8. Camels
9. Hardwood
10. Bears
11. Apples
12. Beavers
13. Cotton
14. Tobacco
15. Potatoes
16. Poppies
17. Coffee
18. Grapes
19. Uranium
20. Olives
21. Medicinal Herbs
22. Jade
23. Bananas
24. Sugar
25. Tea
26. Emerald
27. Coal
28. Gold
29. Spices
30. Elephant
31. Wheat
32. Buffalo
33. Alligator
34. Rice
35. Chilli
36. Peat
37. Caribou
38. Whales
39. Giant Squid
40. Tuna
41. Crabs
42. Pearls
43. Salmon
44. Lobster
45. Copper
46. Silver
47. Crabs
48. Fish
49. Dye
50. Iron Ore
51. Silver
52. Saphires
53. Emeralds
54. Seals
55. Walrus

-Martin

child of Thor is offline child of Thor
Emperor
UK
Jan 2002
time: 05:20
  Old Post 16-07-2002 18:53
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by Martin Gühmann
One thing you have to consider is that you can only use the best tool and materials that are available at a place, you are in a jungle and have only the trees and no stone available than you will build your houses out of wood.

And you have to consider that you don't need to build your houses out of wood if you use wooden weapons and of course the way around. So maybe I should rename the advances to wood construction and stone construction. But the question remains how close this concept to reality is, even if it should balance the civs out, so that they will end all different.

That's really a point, in reality you can't really keep someone from adapting a tech, alternativly we could think about alternative techs that enable a group of techs that will lead in the end to the same result.
-Martin


I lived in a jungle for awhile and it had plenty of stone - infact the quality of the local stone tools was very high(lots of hard volcanic rock available). Hmmm apart from the ocean/deep sandydesert and central artic/antartic most places in the world have(accesable) stone, and the people used it from pre-historic times for tools and weapons. I would look at it more along the lines of any terrain tile(apart from the one's mentioned above) should have an element of stone available to be used, and maybe to get the distinction for large stone constructions you would need access to mountains or the advance of quarry or mine(?) This kinda thing. I know you are thinking of specifically using trade goods, but it does seem to have a slightly unrealistic aspect to it if your civ just can use either/or of a particular branch, some things just make sense to be used(stone/wood)if they are likely to be present.
On the other hand i think maybe you should just go for it with the more 'set-branched' tech tree idea and we can see how it all comes out in the wash - i'm sure you have spent alot of time planning and working it out so maybe it's best to leave the more 'subtle' stuff untill later.
It's just the wood/stone thing that is a bit contentious
Still it could be fun to play a predomently wooden-age civ(i'm thinking the flintstones or i guess woodblocks! )

EDIT: nice trade good list! lots of potential for good-specificness!

Last edited by child of Thor on 16-07-2002 at 18:59

HuangShang is offline HuangShang
King
USA, SoCal, L.A.
Jul 2002
time: 21:20
  Old Post 17-07-2002 05:37
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

love the whole idea!!

this way the enemy is actual different from you, otherwise the normal game feel like everybody's European

using terrain might easy than goods because without goods one can't advance, making good tile the center of all wars (unless thats the whole idea)

centrifuge is offline centrifuge
Prince
USA
Apr 2002
time: 22:20
  Old Post 17-07-2002 09:33
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Increase the size of your Attachments

Martin, That is one awesome list, the tech dependence potential seems almost limitless. I agree with COT, you as the modmaker already have the plan, so it will be nice to test an alpha version, at which point it will be easier to make comments and suggestions. I can hardly wait...

Lou Wigman is offline Lou Wigman
Warlord
Newcastle,Australia
Jun 2001
time: 15:20
  Old Post 17-07-2002 11:02
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

I think you need to be careful here. Even back in the stone age trade played a crucial role. Various peoples that had no suitable stone were able get arrow heads etc from quite far away. Thousands of kms in fact. There is no way these people travelled that far. There is ample circumstantial evidence that stone tool 'factories' existed in pre-history and that their output was widely traded.

In more recent times the American 'Indians' had wide ranging access to firearms even though they lacked the technology to produce them.

This illustrated the undoubted fact that not having the technology to produce something doesn't mean that you can't get hold of it. My own sorry country doesn't produce PCs but just about everybody has one.

Civ games tend to ignore this completely. Throughout history there has been enormous technology 'leakage'. What has made some civs more efficient than others is in their ability to use the available technology rather than having a short lived technological advantage.

It seems to me that far more importance needs to be placed on economic and social factors rather than simply on technology itself.

Sorry, I'm rambling.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:20
  Old Post 17-07-2002 15:29 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Support Apolyton

I think basically this is a good idea but, as pointed out, you have to be very, very careful about how you implement it: gamebalance can be lost very easily if it's not done properly. I might post more elaborate stuff later, don't have much time now...

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:20
  Old Post 18-07-2002 10:50
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Browse Apolyton AD-FREE

The idea is terrific! Amazing! Super! Another revolutionary idea from ctp2 modmaking!
I am already picturing a new tech tree.

Yet, Dont forget!
You also would need to make the AI hungry for goods. And knowing how to use them.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:20
Post  Old Post 18-07-2002 19:09 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

quote:
Originally posted by Lou Wigman
I think you need to be careful here. Even back in the stone age trade played a crucial role. Various peoples that had no suitable stone were able get arrow heads etc from quite far away. Thousands of kms in fact. There is no way these people travelled that far. There is ample circumstantial evidence that stone tool 'factories' existed in pre-history and that their output was widely traded.

In more recent times the American 'Indians' had wide ranging access to firearms even though they lacked the technology to produce them.

This illustrated the undoubted fact that not having the technology to produce something doesn't mean that you can't get hold of it. My own sorry country doesn't produce PCs but just about everybody has one.

Civ games tend to ignore this completely. Throughout history there has been enormous technology 'leakage'. What has made some civs more efficient than others is in their ability to use the available technology rather than having a short lived technological advantage.

It seems to me that far more importance needs to be placed on economic and social factors rather than simply on technology itself.

Sorry, I'm rambling.


Actual you just participate in this thread and this is good. You gave me a reason to justify the invention (or discovery) of something like speers. A random event could give you this technology, once you founded a city, that would be a basic technology, so everyone is here equal.

And your post leads me to another idea, trade was there before cities were founded, so once you founded two cities you could an advance that allows you to research Inter-City-Trade, that would give you a trade unit with one move (trade) point. If you find the Camel Good than you can invent the Camel Domestication, that would allow Caravans, once you have domesticated Camels you can't lose this tech, because you have them and more from the good resource aren't necessary anymore to keep them.

Another idea would using the elephant good to enable war elephants.

quote:
Originally posted by Locutus
I think basically this is a good idea but, as pointed out, you have to be very, very careful about how you implement it: gamebalance can be lost very easily if it's not done properly. I might post more elaborate stuff later, don't have much time now...


Yes that is really a very serious problem, therefore I started this thread. So I am waiting for your ideas.

-Martin

HuangShang is offline HuangShang
King
USA, SoCal, L.A.
Jul 2002
time: 21:20
  Old Post 18-07-2002 20:48
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Support Apolyton or Terrorists Win

I'd say that you can have cities of different nation where their areas of influence border be able to cause something for the exchange of info

and govs that are less strict can allow this to happen more freely

also, when enabling tech by goods, you can have goods traded in count as yours. infact it'll make sense to change price/value of a good based on suppply and demand.
the more countries have the good, the less expensive.
the more countries need the good, the more expensive
it makes sense because the whole idea of the mod based on goods

HuangShang is offline HuangShang
King
USA, SoCal, L.A.
Jul 2002
time: 21:20
  Old Post 18-07-2002 20:49
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Support Apolyton or Terrorists Win

eh...(off topic) what with the light by the name?

child of Thor is offline child of Thor
Emperor
UK
Jan 2002
time: 05:20
  Old Post 18-07-2002 20:53
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Inflate your Upload Space

quote:
Originally posted by HuangShang
eh...(off topic) what with the light by the name?


It shows you who is 'on-line' at the time, as an example im now 'off-line'

child of Thor is offline child of Thor
Emperor
UK
Jan 2002
time: 05:20
  Old Post 19-07-2002 01:48
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Increase the size of your Attachments

RE Martins good list:

Is this the kind of thing you're aiming for?
It's very rough(and the fact i just couldn't cut and paste it from word without scrambling it didn't help!), but already it seems if you are just relying on the Goods themselves there are all sorts of difficulties to balance it up(for example which ore should lead to 'Metulgary' advance, copper,bronze,Iron or maybe all three?).Is this how you are thinking of doing it? Some goods will remain just that(what do you do with emeralds for example(and it was in your list three times )?

Attachment: good.zip
This has been downloaded 16 time(s).

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:20
Post  Old Post 19-07-2002 19:42 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Avatar Enlargement: We've got the solution

quote:
Originally posted by child of Thor
(for example which ore should lead to 'Metulgary' advance, copper,bronze,Iron or maybe all three?)


I didn't know that bronze is part of GoodMod1. Actual I even didn't know that this one is a ressource that can be found on the earth. Actual it is an alloy of copper and tin. The Great Library confirms it and the GL leads me to the idea that it is only neccessary to make copper as a prequisite for bronze working.

But to answer your question, if you mean that you need all of the for suggested goods then the answer is no, but if you mean just one of them no matter what of them to get metallurgy then the answer is yes.

quote:
Originally posted by child of Thor
what do you do with emeralds for example and it was in your list three times


Actual that are three different goods with the same name, rwo with the same sprite and another one with a different sprite. The main differences between them are in their on the map occurance probabilities. (And they have different database indices, that is improtant for slic if you use the DB index number in your code) Unfortunatly I can't hide them in the Great Library, as the GLHidden flag of the Goods.txt is broken. So for the gameplay all these copies should do the same. One thing you have to consider if you like to replace goods in the list that your good has to fit into the terrain. Unfortunatly CTP1 and CTP2 only allow 4 goods per terrain (Yeah I know the CTP1 editor suggest that only two goods are alowed per terrain, but the civctp.exe looks a little bit different) Horses on mountains is not the best idea, actual they are animals of the plains, maybe they could fit into the grassland invironment to replace to potatoes there.

So far for the other goods your list is a start. So what we now could add for grapes, tobacco and poppies would be the advance drugs, also these goods could lead to medicine, but could also make your people "happier" as they make them to forget their problems, or it could help you to develope "stronger" unit.

quote:
Originally posted by HuangShang
and govs that are less strict can allow this to happen more freely


That is in interesting idea and it could reduce the benefits of such governments like Democracy.

OK let's go to another topic I found in the advance.txt section of the ctp2.exe these strings:

Dependencies
LeadsTo

Dependencies is not clear if it is this what it says then it would be actual the same like Preriquisites.

LeadsTo is more interesting if it just allows to reasearch another advance for that you don't have the enabling advances. If this work like this then it could save some slic work, but I am afraid only trial and error can help here really.

-Martin

Last edited by Martin Gühmann on 20-07-2002 at 01:34

child of Thor is offline child of Thor
Emperor
UK
Jan 2002
time: 05:20
  Old Post 19-07-2002 21:00
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Full PM-box? Change here!

just a quick reply Martin(i'm about to finish work ),
the quote about certain govs being less strict was by HuangShang, not me - so i don't want to take credit for it
the other stuff i see what you are saying and yes i took a bit of liberty to replace two of the emerald entries with 'Horses' and 'Bronze'(i wasn't sure about it either as it is just an alloy - guess it's a bit of Civ1 creeping in!), thinking in my ignorence it was a typo. Still i like this whole thing very much indeed - what kind of list have you come up with for Good dependent advances/units?

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:20
Post  Old Post 20-07-2002 02:23 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#22 Report this post to a moderator
Browse Apolyton AD-FREE

quote:
Originally posted by child of Thor
the quote about certain govs being less strict was by HuangShang, not me - so i don't want to take credit for it


Yeah this manual quoting, and I tought of it to change it...But anyway quote fixed.

quote:
Originally posted by child of Thor
(i wasn't sure about it either as it is just an alloy - guess it's a bit of Civ1 creeping in!)


Bronze was really a trade good in Civ1. OK it could be justified as trade good but not as a ressourse. Actual this is a problem with most of the goods graphics that you see them as a ware and not as a raw ressource. But of course raw ressources would create a total different atmosphere.

quote:
Originally posted by child of Thor
what kind of list have you come up with for Good dependent advances/units?


So far I hadn't much time to think about more then the basic concepts and the ideas already presented in this thread. To get started was one idea of this thread, another idea was to leave it open first, and find out what could be done later. Therefore your suggestions are more then welcome. Next Monday I will write the last exam of five this month and this semester, then the lecture time ends and I have some time until October (I hope). Until then you can suggest more. For example I find it a good idea to burn dryed peat, so I have something that can be done with it, also the idea for diamonds I didn't considered myself.

Another example is using horses, camels, elephants or buffolos for trade, I didn't considered this myself, but it is possible, fortunatly you don't need sprites for these trade units. Avtual this is a better example for using of alternative techs as the stone wood example. This help also to balance it, so the change is bigger to get one of these improved trade units then just the improve trade unit would be dependent on camels. Actual these units are equal in reality, but for the CTP2 setup they should be equal, on plains and grassland horses will be the best trade units, in the desert camels. Elephants would be good for heavy loads. Maybe this would be a reason to give Elephants one more trade point then the other ones, but on the other hand horses are fast. So the amount of trade points they give should be equal.

But these four goods could give different advances or units for example elephants should give the war elephant as unit. You would give horse riding from horses of course.

-Martin

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:20
  Old Post 20-07-2002 02:56 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#23 Report this post to a moderator
Get a bigger avatar today!

This is something I came up with tonight, similar to what CoT posted only more elaborate, with more goods and more advances. To ensure balance, some resources are available on several terrain types and some branches of the advance tree can be opened up by (one of) several resources. Of course this is something I quickly threw together, it can't possibly be balanced properly, but it's a start...

I think the list of resources itself is pretty exhaustive: pretty much everything from all the games/mods/whatever I used as source is in some form or another included here (though suggestions are welcome of course). The only problem is that there are already more resources than fit on the map, so some selection is needed. The technology that's dependent on these resources is still pretty sketchy, but it gives a general idea of what's possible...

I don't know how to implement Clothing, Fur and Hides in the tech tree yet but I think that with a system like this, they should be implement some way or another, so I left those techs between brackets.

As far as the wood/stone(/clay) debate goes, my opinion is that small amounts of stone/wood/clay/etc are always available, everywhere in the world. For building houses or weapons, it doesn't matter whether you live in desert, forest, grassland or tundra, there are (almost) always materials available for such things. For things like building the Pyramids, Stonehenge or Angkor Wat or whatever though, you need *huge* quantities of high-quality building material, you can't find these everywhere. Therefore I think Marble, Clay, Hardwood, etc *should* be resources but they shouldn't be necessary for basic units and buildings, just for wonders and maybe specific units/buildings (FE City Walls, but then the Stockade should also return for those who don't have these resources and still want city defenses).

First follows a list of all resources by terrain type. 4 per terrain, for some terrains several alternatives are available. Note that it might in some cases be desirable for balance and/or realism to move some stuff around, the resources don't necessarilly have to stay with the terrains at which they are listed now. As it is it's a somewhat arbitrary list. After that follows a list of all resources and the advances they enable (these advance might represent entire branches, where subsequent advances depend on the one listed here, that is TBD). The 3rd column gives examples of what units/buildings might depend on them. The last column has an 'x' for every advance that isn't in the terrain list as a first choice, this made it easier for me to balance out the list and ensure the most important resources were in. Advances after #63 are not in the terrain list at all, since currently there's no room for them anyway. Goods with an (L) behind their name are Luxuries and can add happiness or whatever...

Note that I used the GoodMod list as basis but removed all doubles (I hope).

code:
*Terrain Type* x. First choice (x. Alternative) *Polar Mountain* 1. Rubies (2. Diamonds) 3. Bauxite 4. Emeralds 60. Marble *Desert* (5. Glass) 6. Oil 7. Dates 8. Camels 55. Saltpeter *Forest* 9. Hardwood 10. Bears (11. Apples) 12. Beavers 51. Silk (59. Amber) *Grassland* 13. Cotton (14. Tobacco) (15. Potatoes) (16. Poppies) 33. Rice 54. Cattle (61. Wool) 62. Hemp *Hill* (17. Coffee) 18. Grapes 19. Uranium (20. Olives) 26. Coal 60. Marble *Jungle* (21. Medicinal Herbs) 22. Jade (23. Bananas) (24. Sugar) (25. Tea) 29. Elephant 56. Rubber (14. Tobacco) 28. Spices *Mountain* 25. Tea (4. Emerald) 26. Coal 27. Gold 57. Tungsten (60. Marble) *Plains* (28. Spices) 29. Elephant 30. Wheat (31. Buffalo) 53. Horses 61. Wool (62. Hemp) *Swamp* 32. Alligator (33. Rice) 34. Chilli 35. Peat 63. Clay *Tundra* 36. Caribou 6. Oil 3. Bauxite 57. Tungsten *Deep Water* 37. Whales (38. Giant Squid) 39. Tuna 46. Fish 64. Lithium *Shallow Water* (40. Crabs) 41. Pearls 42. Salmon 43. Lobster 46. Fish *Sand Dunes* 44. Copper 45. Silver 5. Glass (8. Camels) 55. Saltpeter *Beach* 40. Crabs 46. Fish 52. Salt (6. Oil) 58. Dye *Desert Mountain* 47. Iron Ore 45. Silver (2. Diamonds) 52. Salt 55. Saltpeter *Polar Hill* 48. Saphires 6. Oil 3. Bauxite 57. Tungsten *Glacier* 49. Seals 50. Walrus 6. Oil 2. Diamonds *Submarine Volcano* 1. Rubies 2. Diamonds (48. Saphires) 4. Emeralds 40. Crabs *Continatal Shelf* (40. Crab) 41. Pearls 42. Salmon 43. Lobster 6. Oil *Submarine Canyons* 37. Whales 38. Giant Squid 39. Tuna 57. Tungsten *Submarine Ridge* 37. Whales 38. Giant Squid 64. Lithium 6. Oil *Kelp Bed* 40. Crabs 41. Pearls 42. Salmon 43. Lobster *Coral Reef* 40. Crabs 41. Pearls 42. Salmon 43. Lobster === Effects === x. Resource -> Advance -> Application not used 1. Rubies (L) -> Laser -> War Walker 2. Diamonds (L) -> Laser -> War Walker 3. Bauxite/Aluminum -> Modern Metallurgy -> Tank/Interceptor 4. Emeralds (L) -> Laser -> War Walker 5. Glass (L) -> Optics -> Cathedral 6. Oil -> Oil Refining -> Tank 7. Dates/Palm Tree (L) -> Oil Refining -> Tank 8. Camels -> Camel Riding -> Camel Rider 9. Hardwood -> Construction -> Torii/Angkor/Madurai/etc 10. Bears -> (Fur) 11. Apples (L) x 12. Beavers (L) -> (Fur) 13. Cotton -> (Clothing) 14. Tobacco (L) x 15. Potatoes (L) x 16. Poppies/Opium (L) x 17. Coffee (L) x 18. Grapes (L) 19. Uranium -> Nuclear Fission -> Nuclear Plant/Nuke 20. Olives -> Oil Refining -> Tank x 21. Medicinal Herbs -> Medicine -> Apothecary/Hospital x 22. Jade (L) 23. Bananas (L) x 24. Sugar (L) x 25. Tea (L) 26. Coal -> Coal Mining/Steam Engine -> Forge 27. Gold -> Currency -> Marketplace 28. Spices (L) 29. Elephant (L) -> Elephant Riding -> War Elephant 30. Wheat -> Agriculture -> Farm 31. Buffalo (L) -> Animal Husbandry/(Hides) -> Pasture/Trade x 32. Alligator (L) -> (Clothing) 33. Rice -> Agriculture -> Farm 34. Chilli (L) 35. Peat -> Peat Mining -> Forge 36. Caribou/Game (L) -> (Fur) 37. Whales (L) -> (Hides) 38. Giant Squid (L) 39. Tuna (L) 40. Crabs -> Fishery -> Nets 41. Pearls (L) -> Currency -> Marketplace 42. Salmon (L) -> Fishery -> Nets 43. Lobster (L) -> Fishery -> Nets 44. Copper -> Metallurgy -> Phalanx 45. Silver (L) -> Currency -> Market 46. Fish -> Fishery -> Nets 47. Iron Ore -> Iron Working -> Legion 48. Saphires (L) -> Laser -> War Walker 49. Seals (L) -> (Hides) 50. Walrus (L) -> (Hides) 51. Silk (L) -> Silk Armor -> Horse Archer 52. Salt -> Food Preservation/Currency -> Granary/Market 53. Horses -> Animal Husb/Horseback Riding -> Horseman/Pasture/Trade 54. Cattle -> Animal Husbandry -> Pasture/Trade 55. Saltpeter -> Gunpowder -> Arquebusier/Musketeer 56. Rubber -> Industrialization -> Tank/Modern Infantry 57. Tungsten/Wolfram -> Mechanization -> Manufacturing Plant 58. Dye (L) 59. Amber (L) x 60. Marble (L) -> Construction -> Temple of Zeus/Colesseum/etc 61. Wool/Sheep -> Animal Husbandry/(Fur) -> Pasture/Trade 62. Hemp -> Paper/(Clothing) -> Banking 63. Clay -> Construction -> Colesseum/Angkor/Madurai/etc 64. Lithium -> Fusion/Plasma Weaponry -> Fusion Tank/Plasma Destoyer x --- 65. Lead x 66. Tin x 67. Nickel x 68. Zinc x 69. Linen/Flax -> Paper/(Clothing) -> Banking x 70. Corn -> Agriculture -> Farm x 71. Porcelain x 72. Papyrus x 73. Lemon x 74. Lama -> Animal Husbandry -> Pasture/Trade x 75. Beer x ========== Total: 75 In use: 53

Last edited by Locutus on 21-07-2002 at 04:49

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:20
  Old Post 20-07-2002 03:07 Visit J Bytheway's homepage!
Edit/Delete Message Reply w/Quote
#24 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Iridium -

http://pearl1.lanl.gov/periodic/elements/77.html

Apparently helicopter spark plugs

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:20
  Old Post 20-07-2002 03:12 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#25 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Note to all: I made some changes to my previous post, if you already read it and found it somewhat incomprehensive, you may want to read it again

Iridium: I quite frankly have no idea what it is or what it's good for, but it seemed to me that we needed some sort of resource that will become important in the future. I took the periodic table and randomly chose a metal, it happened to be Iridium

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:20
  Old Post 20-07-2002 03:19 Visit J Bytheway's homepage!
Edit/Delete Message Reply w/Quote
#26 Report this post to a moderator
Help yourself to an AD-FREE life

Lucky that you happened to pick one which actually occurs in metal form, not as an oxide...

You might consider the stuff they use to produce tritium in fusion reactors - I believe lithium... that would be important since plasma destroyers, etc. might by fusion powered (fusion tanks?).

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:20
  Old Post 20-07-2002 03:41 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#27 Report this post to a moderator
Remove this text

Well, my choice was not *entirely* random....

Ow, lithium is very nice indeed... good for future stuff AND it's apparently found in/near water, the one place on the map that still has room for more resources...

I'll edit it in in a moment...

child of Thor is offline child of Thor
Emperor
UK
Jan 2002
time: 05:20
  Old Post 21-07-2002 02:00
Edit/Delete Message Reply w/Quote
#28 Report this post to a moderator
Put an end to popups!

I guess Hemp - (Paper) and Papyrus would lead to advance Literacy and buildings libary etc.
Actually clay,wood and hides were some of the earliest things used for writing - could that work here?
As for the animal/trade thing it sort of speaks for itself - all animals that can be domesticated would have used to take goods from one place to another, if you only had elephants around(India) then that's what you used.What about some Lama's for south american civs
(maybe in place of donkey?as horse could cover that?)

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:20
  Old Post 21-07-2002 04:46 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#29 Report this post to a moderator
Support Apolyton buy from Amazon

Re: Literacy: I guess so, but I'm not sure if you want this. As you said, you don't need Paper in order to be able to write, you you can use dozens of different materials for that. Paper revolutionized written language though, just as much as the printing press did (although paper never became famous for it): it's waaayyy cheaper, easier to produce, better preserved, easier to use, etc. It lead to a golden age of literacy in China and found dozens of different applications aside from writing material, from toilet paper to money. Paper is by no means a necessary advance for a civilization to have but it does give a huge boost. Writing OTOH is vital: without writing no complex government forms, philosophy or scientific research is possible. You really can't make a tech tree without writing, so making it a terrain-dependent tech could shut down huge and vital sections of the tree. Not a good idea IMHO...

As for Lama vs Donkey, I agree that would be a good idea, I'll adjust my post again. However, there really isn't room for either, so it's really an academic exercise...

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:20
Post  Old Post 21-07-2002 20:28 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#30 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

quote:
Originally posted by Locutus
To ensure balance, some resources are available on several terrain types and some branches of the advance tree can be opened up by (one of) several resources. Of course this is something I quickly threw together, it can't possibly be balanced properly, but it's a start...


Yes it is a start but a very good one

quote:
Originally posted by Locutus
As far as the wood/stone(/clay) debate goes, my opinion is that small amounts of stone/wood/clay/etc are always available, everywhere in the world. For building houses or weapons, it doesn't matter whether you live in desert, forest, grassland or tundra, there are (almost) always materials available for such things. For things like building the Pyramids, Stonehenge or Angkor Wat or whatever though, you need *huge* quantities of high-quality building material, you can't find these everywhere. Therefore I think Marble, Clay, Hardwood, etc *should* be resources but they shouldn't be necessary for basic units and buildings, just for wonders and maybe specific units/buildings (FE City Walls, but then the Stockade should also return for those who don't have these resources and still want city defenses).


I think this is the way to go: You don't have hard wood so you can't build huge constructions, but you can build small ones, same with marble and clay. Now it is the question if you really need marble to build a wall or if it will normal stone do too. My conclusion here is that you don't need the fine stone. Another aspect here is this "The rich gets richer problem" wouldn't be so huge, because not everyone could build the same wonders.

For paper: Actual there are alot of ways to make it. You could use grass, wool, cotton, wood. Actual you don't need speceal wood like hard wood just common wood that could be found in the nearest place. But a preriquisite for paper would be writing. Once you know writing you have to find a better and easier way to write something down.

For writing: I would make it rather event depending, once your first city has grown to size 5 for instance you need to write something down in order to be able to organize your growing civilization, alternative this advance could be researched if you founded you second city.

Salt: I think I will use the salt shaker as graphic for that Harlan presented in the Civ3 creation forum. The glass transparency effect will look wonderfull on a CTP2 map.



-Martin

 
Pages (4): [ 1   2   3   4   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:20.
Apolyton Time is 00:20.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0790 seconds (93.81% PHP - 6.19% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net