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child of Thor
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quote: Originally posted by Martin Gühmann
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.
Martin |
Yeah this is a nice way to do it, writing before paper.
Our Ancestor's in europe(Celtic people's) never,apparently, had an organised written language.A few 'elite' individuals held all the legistative knowledge needed by memmory - yep guess i'd have to be a warrior/farmer in that case.
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:20
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quote: Originally posted by Martin Gühmann
Yes it is a start but a very good one  |
I'm glad you like it 
quote: 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. |
Yes, I guess that's true. Basically all you need is hills to be able to build city walls and wonders such as Stonehenge or the Pyramids...
quote: 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. |
The most common materials used for paper throughout history have been flax, hemp, cotton, etc. Creating paper out of wood is a fairly recent invention: the idea first came up in the 18th century but until the late 19th century, early 20th century (when various chemicals where added to the recipe) the quality of such paper was very poor, so I don't think it should be possible to use wood for paper in the game (BTW, Paper was invented in the early 2nd century AD in China, in case you didn't know). Cotten, Hemp, Flax and maybe Wool and Papyrus, that should pretty much be it if the above list can be regarded as complete.
quote: 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. |
I like this...
quote: 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. |
That makes sense, I had noticed that Civ3 good already (although I didn't get the idea from Harlan - for a change )
Well, if the list of resources mentions above is (more or less) useful, then the next step would be to design a tech tree that fits it. How would you go about this? Start from sratch? Use the original/MM2/Cradle tree as basis? I would like to use this idea for my own mod, which uses MedMod as basis. Also I personally think that the MedMod tech tree is of an unprecedented quality. So personally I would be most interested in seeing a modified MedMod tech tree for this, but I don't know what you, Martin, had in mind yourself... Since I don't have time to work on my own mod anytime son anyway, I wouldn't mind helping out in designing some other tech tree, as long as it fits in my schedule...
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:20
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quote: Originally posted by J Bytheway
Indeed, but it is foolish to simply include the techs and then try and concieve of things which you would like them to lead to - I have made this mistake in the past. Would you like to use the units from the MedMod as a basis for the units here, or something else? Similarly for the buildings. Are you hoping to integrate the visible wonders code? |
I think if I do it myself I would end of reinventing of one of the already given tech trees, therefore it wouldn't be a problem to start with MedPack units and buildings. My main concern is that it should be possible to finish the science victory in the given number of turns, one thing that I missed in ApolytonPack and MedPack2, there are two ways to reduce the number of turns in order to achieve the science victory faster. One possibility would be to reduce the number of techs, the other way would be to allow alternative branches. You need one of them to achieve the science victory but not all of them.
For the wonders: To see the AI Entity on the map would be cool, so the visible wonder mod will be in. But I think this wonder will give you only a normal happiness bonus instaed of the content bonus.
Now for the good list:
Submarine Volcano:
This terrain is seldom therefore it shouldn't be a balance problem to use here Saphires instead of Crabs. Submarine Volcano can only be found in deep water therefore that shouldn't be a problem with the fishery.
Swamp:
Chilli is a luxurary good and Rice could be used for Agriculture, therefore it is Rice instaed of Chilli there.
In general there won't be such things like Elephants and Horses on the same terrain, that isn't good for balance also two kinds of grain won't be found on the same terrain, same for drugs. (Poppies, Tobacco and Grapes) These drugs should make the population "happy". So prefer the goods that aren't luxuraries only.
One final not about Dye, from the Civ3 Great Library (a much better word for Civilopedia), I know that Dye can also be used for Explosives.
quote: Originally posted by J Bytheway
Some questions: in order to add to the future stuff what kind of resources (if any) do you think might be needed
for the following:
Fibre optics
Aircraft
Stealth aircraft
Stealth subs
Space craft
Superconductors (cold and/or room temperature)
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Unfortunatly here I can't help you I only know that "hot" Superconductors are some sort of ceramics, therefore for that you don't need any good probably. For the other ones maybe someone else has an idea.
quote: Originally posted by J Bytheway
Sorry for chain-posting but I thought of one more thing - what prefix would you like to use for the files in this mod? GM2? GDA? |
For the prefix I already created a file called GM2_readme.txt, so you know now the prefix. That should be all for now.
-Martin
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J Bytheway
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England
Jul 2001 time: 05:20
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quote: Originally posted by Martin Gühmann
I think if I do it myself I would end of reinventing of one of the already given tech trees, therefore it wouldn't be a problem to start with MedPack units and buildings. |
Will do.
quote: My main concern is that it should be possible to finish the science victory in the given number of turns, one thing that I missed in ApolytonPack and MedPack2, there are two ways to reduce the number of turns in order to achieve the science victory faster. One possibility would be to reduce the number of techs, the other way would be to allow alternative branches. You need one of them to achieve the science victory but not all of them. |
I am tending towards the latter - I have always in the past made it necessary to research every single tech, but in a tree like this (especially if I can make the or-gates work well) you should be able to skip things, IMO. Perhaps something like the tech dissemination code from the MM for CTP1 could be included to represent trade and fill in the gaps in your knowledge which you passed by. If this could be made sensetive to geographic proximity and diplomatic relation then that would be excellent.
quote: For the wonders: To see the AI Entity on the map would be cool, so the visible wonder mod will be in. But I think this wonder will give you only a normal happiness bonus instaed of the content bonus. |
If visible wonders is in I'll base my choice of wonders on that released by IW.
It might also be a good idea to code the entity revolting code manually in SLIC so that the fraction of the empire that you lose can be reduced.
quote: Now for the good list:
Submarine Volcano:
This terrain is seldom therefore it shouldn't be a balance problem to use here Saphires instead of Crabs. Submarine Volcano can only be found in deep water therefore that shouldn't be a problem with the fishery. |
If you're going to have so many goods on the volcanoes is there any way you can increase the probability that a good is on any one square so that you are likely to actually find them.
quote: Swamp:
Chilli is a luxurary good and Rice could be used for Agriculture, therefore it is Rice instaed of Chilli there. |
I think rice should be more widespread than that, but perhaps not. I've no idea how much rice there would be if it was not cultivated.
---
I've cleared out the existing advances and obtained a blank slate, so I should be able to proceed with initial construction now.
Can you (or anyone) supply some basic code for making the good-dependant advances themselves for playtesting purposes.
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centrifuge
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quote: Originally posted by J Bytheway
Some questions: in order to add to the future stuff what kind of resources (if any) do you think might be needed for the following:
Fibre optics
Aircraft
Stealth aircraft
Stealth subs
Space craft
Superconductors (cold and/or room temperature) |
Martin's right, "hot" superconductors tend to be ceramics, and from what I recall, the main thing that they have in common are that they all seem to involve "sheets" of copper and oxygen atoms mixed with other elements such as yttrium, barium, calcium etc. One common one for example, has the formula YBa2Cu3O8 I'm not sure of any recent events with superconductors, but as of about ten years ago the so called "hot" superconductors still would only function at a maximum temperature of 125 K (-148 C), which would require something along the lines of liquid nitrogen. Cold superconductors tend to be metal alloys taken to liquid helium temperatures. Of cold superconductors, AFAIK, the one that functions at the highest temperature is a niobium-germanium alloy. It shows superconduction at around 23 K ( -250 C).
Hopefully, that will help with coming up with something for the superconductor dependence. Room temperature superconductors may be a good candidate for future techs.
Fiber optics... I'd have to read up on, but some obvious prerequisites will be a the availability of plastics and/or glass, along with a knowledge of optics, electronics, and magnetics.
Aircraft: Physics, aerodynamics, lightweight materials, perhaps aluminum/ Al Alloys.
Stealth: IIRC, Stealth aircrafts have a ceramic outer casing that absorbs the radar waves...Stealth subs, no clue...(silent propulsion may be one possibility)
Space craft: Again, ceramics come into play for the heat resistance. You may also want to think about the possibilty of the spacecraft, harnessing nuclear fusion (or fission) in which case you might want to look toward the actinides on the periodic table. (cold fusion may be another obviously good choice for a future tech.)
Hopefully some of this will help, if not than thanks for giving me the opportunity babble
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ahenobarb
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One issue should be when trading these goods between nations, does that give you access to the technology dependant on that good? The answer of course should be yes, but does the program keep track of what specific good you are receiving through trade or just the amount of gold you are receiving.
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centrifuge
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quote: Originally posted by Locutus
Stealth subs: tough one, I guess the same as a regular sub: Oil for fuel. Maybe Copper and/or Tungsten for elecronics/weapons.
Superconductor: Tungsten is the strongest and most heat-resisting metal there is, that would definitely have to be a requirement for Superconductors. I've seen this in several mods for other games as well. |
Sorry to have to disagree with you Locutus, but the leading fuel source for subs since (IIRC) the 1950's has been nuclear.
Tungsten is a good choice for superconductors, but unfortunately not the best, the reason that I say this is that it is necessary to take it to lower temperatures than other choices. Check out this site, it has a ton of info on superconductors: http://superconductors.org/
Also, it appears that I was wrong with my numbers in my previous post. The record high temp for superconduction is now 138 K (-135 C)
...Not that it really matters, cold is cold.
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:20
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D'oh! You're absolutely right of course, I had totally overlooked Uranium. That could be used for stealth subs (and maybe some future units too).
As far as superconductors go, I wouldn't want to overuse Copper too much. It's already an important ancient age good and you'll probably need it for Electricity as well, but it IMHO shouldn't be required for too many units/advances, otherwise you'd get too far behind. So you'd have to alternate the various metals a bit, choice copper for some units, tungsten, aluminum or iron for others. Tungsten seems to fit well with Superconductors, even if it isn't 100% accurate.
Then again, maybe we could represent ceramics itself. Does anyone know what ceramics are made of? 'Classic' ceramics such as porcelein are made of clay or similar materials but I know nothing about modern ceramics as used in superconductors or modern aircraft (stealth or otherwise), but I'm guessing it's a very generic group of materials and therefore not very useful to us...
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centrifuge
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quote: Originally posted by Locutus
Then again, maybe we could represent ceramics itself. |
I believe that we should if possible, ceramics are a very important part of history, ranging from pottery to the space shuttle. You'll have to forgive me, my bacheleors degree is in chemistry, and my Masters is in materials science and engineering, so this is an area that I get a little but anal about.
I'll check around a bit further and if I think that I can come up with something that will work, I'll post it.
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centrifuge
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quote: Originally posted by Locutus
As far as superconductors go, I wouldn't want to overuse Copper too much. It's already an important ancient age good and you'll probably need it for Electricity as well, but it IMHO shouldn't be required for too many units/advances, otherwise you'd get too far behind. So you'd have to alternate the various metals a bit, choice copper for some units, tungsten, aluminum or iron for others.
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This is a good Idea, copper isn't the only necessity for conduction, so maybe we can have a branch at this point that allows a civ to gain electricity, superconduction etc. if they have a different conducting resource. What I mean by this, is that the use of different materials will come to almost the same conclusion ( maybe with a lower quality outcome if at all possible, but I know that this is pushing it)
Last edited by centrifuge on 26-07-2002 at 10:45
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child of Thor
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Early ceramics were simple clay open-fire fired pots, maybe with a potash glaze(fire ashes and water) as the containers needed to be more impervious to liquids.
I would say the single most important advance was the kiln - this allowed the higher temperature fireing and the first proper 'commercial' pottery, either earthenware(around 800 degrees) and stoneware (about 1100 degrees- these figures may be off a little!).
So for anything other than primative pottery you need a decent fireing process. I'd say from the games point of view, that about the same time 'forge' can be built then the technology for a good kiln would be available(very rough maybe - but neat)
In industrial ceramics then everything is just refined xN:
The glaze would need a better understanding of glasses,
Fireing tempretures would need to be increased,
Clay would be a refined resource.
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