Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site forums as they ran on Ultimate Bulletin Board, 1998–2001. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 2005 site & forums

  Apolyton Civilization Site Forums
  Clash of Civilizations
  Tech Research Chart 2 (Page 3)

Post New Topic  Post A ReplyPost A Reply In A New Window

This topic is 4 pages long:   1  2  3  4  profile | register | preferences | faq | search next newest topic | next oldest topic bottom of page
Author
Topic:   Tech Research Chart 2 Format for Better Printing
Richard Bruns
Prince
NC, USA
Nov 1999
posted November 18, 1999 07:46   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
LGJ:
---
I said i don't want to have a "northern euopean" culture and an "arabic" culture per say, but maybe "Oriental culture with some european religious infrastucture that has a technology base of pre-colonial africa"
---
We must have different descriptions of culture. In my mind, culture is mostly independent of things like technology or institutions. If you gave yourself an Oriental culture, then you would still have a primitive technology base at some point.

What do you mean by 'european religious infrastructure'? I thought that a church hierarchy like Europe's would violate basic Oriental ideas about religion. And if you are talking about monasteries or cathedrals, then my tech model would not disallow that. If the Oriental player heard about how helpful the Benedictine monasteries are, that player could copy the idea. But their monasteries would end up having Oriental architecture instead of European. The function would not change, but the appearance would change to fit in better.
---
I know i want some techs to be relatively easy for any culture to learn, but others i think certain types of cultures just should have a hard time coping with learning, but not have it impossible.
---
How can you make this kind of judgement? Suppose that you set Vikings or Mongols to be warlike and make it hard for them to learn. You have then said that these races of people are violent and stupid. You are basically saying that no matter what happens, no matter how the people change over thousands of years, they will always be inept at science.

Besides, this is not accurate anyway. The Vikings were warlike because they faced intense population pressures. Once they settled down in their new lands, they bacame farmers and merchants and were as peaceful as anyone in the region. It seems that your tech model would make it very hard for a player to change like this. You are leading the player down a path that is based on a stereotype, and you are saying that a group of people do not have the ability to change.
---
That is so that u have to make a choice when u start as to what type of culture u want because that will ultimatly shape your entire society.
---
I just don't think that it is accurate or proper for the entire civ to be locked into a certain mindset for thousands of years. Anyone looking at Europe around 1200 AD would say, "These people are stupid and warlike. They will never be able to learn science well." Yet 600 years later Europe had the most advanced technology on the planet while science and art were advancing rapidly. Your method would not allow a group of people to change like that.

My method would say that all people are equal, but they do things in different ways. Anyone has an equal chance of doing something, but they might do it in a different way.

PS
'Winnowing' is cutting out bad things so that only good stuff remains. I will let you know before I mail the tech list. I really don't think my effects will make it into 4.0 It requires a lot of coding and the completion of almost every other game model. My ideas are in general terms because I know the models are not frnalized yet.

Glak
Warlord

Apr 99
posted November 18, 1999 09:18   Click Here to See the Profile for GlakClick Here to Email Glak  send a private message to Glak
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I suggest not having tech have anything do with culture, I also suggest that it not have anything to do with graphics. These kind of things just lead to problems.
Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted November 18, 1999 10:53   Click Here to See the Profile for Lord God JinnaiClick Here to Email Lord God Jinnai  send a private message to Lord God JinnaiSend a Message to UIN: 57262757 Visit Lord God Jinnai's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
We must have different descriptions of culture. In my mind, culture is mostly independent of things like technology or institutions. If you gave yourself an Oriental culture, then you would still have a primitive technology base at some point.
----
Culture is not independant of technology. FE the introduction of factories is currently changing the culture of China and has already done so in japan (within less than 200 years). Sure these have other factors that change the culture, but technology is a key part.
----
What do you mean by 'european religious infrastructure'? I thought that a church hierarchy like Europe's would violate basic Oriental ideas about religion. And if you are talking about monasteries or cathedrals, then my tech model would not disallow that. If the Oriental player heard about how helpful the Benedictine monasteries are, that player could copy the idea. But their monasteries would end up having Oriental architecture instead of European. The function would not change, but the appearance would change to fit in better.
----
I was saying that except for the tech level and religious infrastructure it would like the oriental type culture. There's more than religion and tech that go into culture after all.
----
How can you make this kind of judgement? Suppose that you set Vikings or Mongols to be warlike and make it hard for them to learn. You have then said that these races of people are violent and stupid. You are basically saying that no matter what happens, no matter how the people change over thousands of years, they will always be inept at science.
----
I NEVER EVER said that they couldn't be better at learning certain techs, let alone that they were stupid. FE the mongols would have an advantage at learning animal-riding, spiritual warfare and any other ancient/middle aged warfare tech, including prob some other techs. They would have a few that they'd be worse with such as perhaps, seafaring, some types of philosophy's, etc. Also the vikings FE would be better at making seafaring and river boats, but not as good at other stuff. I'd have to look at the techs to see what. Prob agriculture, a little bit. Each type would have certain advantages and disadvantages. This was basically one of the fundimental frameworks we've had for most of the tech model. I don't mind what ur trying to do for a lot of the techs, but ur going to have to show me a lot better if u think it should be for all them. There are just some things FE the british wouldn't be able to do as well as the chinese and vise versa. The use of culture to modify some techs is also historically accurate. Plus it does add more strategy to this game if u know there's going to be something u can't do as well so instead u steal or trade for those technologies maybe. That's how we were planning on doing that, atleast 1 reason for the cultural modifiers.
----
Besides, this is not accurate anyway. The Vikings were warlike because they faced intense population pressures. Once they settled down in their new lands, they bacame farmers and merchants and were as peaceful as anyone in the region. It seems that your tech model would make it very hard for a player to change like this. You are leading the player down a path that is based on a stereotype, and you are saying that a group of people do not have the ability to change.
----
People can and do change...the techs don't affect change much. The cost would only really be the end result with little impact on the progress of things. Sure ur going to prob advance more in warlike measures if u start out more warlike, but your culture is not static, but dynamic and a few gen. later ur people may want peaceful trade more than war and ur military techs will cost more than say economic advancements.
----
I just don't think that it is accurate or proper for the entire civ to be locked into a certain mindset for thousands of years.
----
Again it isn't for ness that long although it can be. The short. I think japan had one of the greatest and fastest transitions from a feudalistic economy to a tech equal to the US in ~200 years. Not only that, but the mindset of the people was changed. Then after the occupation, it was changed again in only 1, count it, 1, gerneration. It does require u to do more than just sit around though, ur right. But the point is it can be done and a culture isn't that static ness.
----
Anyone looking at Europe around 1200 AD would say, "These people are stupid and warlike. They will never be able to learn science well." Yet 600 years later Europe had the most advanced technology on the planet while science and art were advancing rapidly. Your method would not allow a group of people to change like that.
----
And how's that? Ur model could have the very same flaws only in differnt way. Just because its not culture oriented doesn't make it better for that purpose.
----
My method would say that all people are equal, but they do things in different ways. Anyone has an equal chance of doing something, but they might do it in a different way.
----
But that's NOT true. There are certain peoples who are better at some things than at others. But there are also things that all cultures are equally good at,

Glak:
Well we're still debating cultures and i think they should be in for realism. As for the other if its going to be too hard to code well we'll scrap it, but otherwise its a good idea.

Glak
Warlord

Apr 99
posted November 18, 1999 11:58   Click Here to See the Profile for GlakClick Here to Email Glak  send a private message to Glak
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
of course have cultures, but I think you are going too far, at least in this discussion. If I have a big navy yes I think my boats should tech up faster. But if I arbitrarily call myself the vikings and live inland I should have no such adjustment. So what I am saying is have the tech be related to the current situation.

I would also try to avoid hardwiring specific cultures and cultural traits into the game. Using words like "western" and "oriental" just confuses the issues. Stuff like that can be slapped onto an abstract framework for flavor if need be.

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted November 18, 1999 12:03   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Just a few observations that will Hopefully help...

1) By Culture we're not talking exclusively about 'high culture', rather its the kind of culutre that cultural anthropologists study. The whole big thing. Desire for investment in education, what the language is (for how well you communicate with other civs), whether soldiering is one of the highest callings or one of the lowest...

I strongly believe the Culture in Clash Should influence tech. It will IMO make for a richer environment and more complicated and nuanced strategy as LGJ said. You Will Not be able to play the same cookie-cutter strategy every time. Even if you pick the same culture, the cultures around you will be different, and they will affect your tech through diffusion of ideas differently.

2) Cultures Evolve. The player can Try to channel the evolution in certain ways, and it will also evolve all by itself. The Mongols, after conquering a region, in frequently as little as one or two generations absorbed much of the 'city culture' from those they conquered. They no longer had the same culture as those Mongols who continued to live pastorally on the steppes.

Richard Bruns
Prince
NC, USA
Nov 1999
posted November 18, 1999 12:31   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
LGJ Quote #1:
There are certain peoples who are better at some things than at others.

LGJ Quote #2:
There are just some things FE the british wouldn't be able to do as well as the chinese and vise versa.

LGJ Quote #3:
People can and do change...

LGJ Quote #4:
Not only that, but the mindset of the people was changed. Then after the occupation, it was changed again in only 1, count it, 1, gerneration.
---
I totally agree with Quotes 3 and 4. Cultural abilities are not inherent. People can change and all people have the ability to change to something new.

Yet you also keep saying that a culture has the same adavantages and disadvantages for thoudands of years, as evidenced by Quotes 1 and 2. How do you know that one generatiion from now the British mindset and culture will not be exactly like the Chinese? Then there might be no difference between the abilities of the two people.

You also said that the Vikings were better at seafaring. This is true. But WHY are they better at seafaring? Is it genetic? Or is it because they have experience with sea travel? Suppose the Vikings invaded inland Europe and settled down. Now suppose that someone else invaded their original homeland. The Vikings have now lost contact with the ocean. Will they still be better at developing seafaring technologies?

The cultural abilities model seems to say "Viking=Sea Tech +X%." This means that they would still develop such technologies faster even if they had no way of reaching the ocean. The abilities of a civilization should depend on where they live and what situation they have been facing.

I am saying that all people have the ability to do all things equally. They will have cultural advantages/disadvantages, but those should be based on geography and game history, not an arbitrary definition.

I personally would like to start with a 'blank slate' and have my people not have any attribute that affects game mechanics. But I understand that some people want to start with a different culture. However, the people should have the ability to change so that they can become anything.
---
And how's that? Ur model could have the very same flaws only in differnt way.
---
My model simply says that if the people decide to do something, they do it. The Europeans simply start to climb the tech tree. Their history is not held against them.

If two civilizations are at the same place on the tech tree and the people live in similar circumstances, they should have an equal chance to advance. There should not be an inherent modifier that changes their abilities.

Richard Bruns
Prince
NC, USA
Nov 1999
posted November 18, 1999 12:44   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
PS:
Glak and Mark posted while I was composing my reply, so I didn't see the last two posts until my message went through.

I agree entirely with Glak. My original idea was all technologies are the same, but certain ideas given a different covering to add flavor.

The definition of culture that I was using was, "Artistic and Religious preference." I did not mean it to be the attitudes of the people about current social issues. Sorry for the confusion; I should have been clearer.

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted November 18, 1999 13:30   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Glak:

Sorry, nearly simultaneous post, missed yours the last time around.

Agree with you and Richard that we don't want weird metaphysical shit, like Vikings = magical advantage to seafaring. The kind of thing I'm talking about is:

Your culture has high regard for merchants

Therefore your people are more interested than usual in commercial and transportation technolgies

Lets say the barbarians come over the hill and your civ is mostly sacked because the merchants (say they are politically powerful) were too busy making money to protect them. Your civ's culture might evolve in the direction of higher military status and lower social status and political for the merchants. This would have further ramifications on tech. The player could try and stop this evolution, or push it by spending money and (making an attempt at) distributing political power differently.

Richard: Kinda thought you were using that definition. I prefer the more inclusive one.


[This message has been edited by Mark_Everson (edited November 18, 1999).]

Richard Bruns
Prince
NC, USA
Nov 1999
posted November 18, 1999 15:22   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Our definitions don't have to conflict. Yours is used for game mechanics and changes as the situation demands. Mine remains mostly constant over time and is used for artistic convention (pagoda vs. cathedral vs. mosque) and things like Spiritual War. I just wanted civs to look different while using only one tech tree.
Toubabo_Koomi
Clash of Civilizations
Disease & Natural Disasters Models


Oct 1999
posted November 18, 1999 17:35   Click Here to See the Profile for Toubabo_KoomiClick Here to Email Toubabo_Koomi  send a private message to Toubabo_Koomi
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I like the idea of not being able to fully control your tech gains, but others won't. So maybe a compromise could be reached. If this is used it could be an option. You could either use the "Historical" method(Richard's model) or the "Full-Control" method(original model).

But a few Comments:

1 Richard Bruns said "Standard of living: If people are starving, they will not be inventive." -- I say wrong. It may not be totally accurate but to me starving people would contribute, but only in how to get more food. Maybe it would be more appropriate to say health level adversely affects tech research, because dying people can't contribute.
2 I really like the idea of being able to suppress or promote social ideas.
3 Just an odd idea(though I think it was already proposed somewhere) -- When you have contact with another civ (like merchant travel through it , or war), you should be able to learn some of their tech. Like if Greeks attack Egyptians and Egypt has chariots and Greece doesn't, Greeks should get a bonus or something to learn about "the Wheel" or whatever tech it may be.

Richard Bruns
Prince
NC, USA
Nov 1999
posted November 18, 1999 18:17   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Toubabo_Koomi:

We have agreed on a compromise. It is in the "Characters 2" thread. The player will control basic technologies and industrial processes, but a large proportion of specific ideas are supplied by inventor or philosopher characters.

In response to Comments:
1) I should have thought that statement through more carefully. You are right.

2) I will post a comprehensive Ideas model proposal sometime soon. I am in the middle of reviewing the existing models so my idea will fit in better.

3) This is already modeled. In ancient times this technology spreading is very rapid, but in modern times things are more complex and you have to steal the blueprints.

Thank you for your input.

Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted November 18, 1999 19:57   Click Here to See the Profile for Lord God JinnaiClick Here to Email Lord God Jinnai  send a private message to Lord God JinnaiSend a Message to UIN: 57262757 Visit Lord God Jinnai's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Richard (mainly) and Glak: i was using the same definition as mark and i think that is what caused all this confusion. That's just how bad language is. We can speak the same tounge and still misunderstand each other.

Mark: Yea those sound fine. land and water transportation for basic also maybe. And animal riding (with breeding maybe as a soft tech) and riverboats. That should cover the basics for everything...wait copper working as a inital tech (if copper's available). This will act as a soft tech for iron working.

-------
Personally, I think only the 60 or so most crucial achievements of humanity should be regular techs. And All the regular techs should allow you to Build or Do something Really new.
------
I also think 60 might be cutting it a little 2 low, maybe 80 and 20 future techs for a nice even 100. Not all but 90%. some techs should just lead to more techs like the Theory of Evolution. It might improve things, but not ness allow for new items/cultures/major changes.

-----
Basic techs should also have some techs embedded in them IMO. This would allow for some advances that are pretty much on the standard track to be covered, without them being a whole separate entry. This would also add some description to the otherwise bland basic techs.
-----
Almpst all of the techs have basic techs at certain percentages if that's what u mean, otherwise i don't get u.

-----
A basic tech at the 0% level is essentially neolithic technology. 100% is the modern level. The apogee of ancient civilizations might be something like 20%. Technology past modern level just goes past 100%.
-----
This is true for about 80-90% of them. Those that aren't well are fairly modern and we'll decide what percentage for them is equal to modern day level. As far as i can recall its only 3-4: Electronics, Air Transportaion, Space Transportain and if not there i'm wanting to add computers. But that's it unless we get into future basic techs (cybernetics FE), but I'll wait on that.

-----
Taking as a premise that we want things to be fairly even throughout history, what can we say?
-----
I think this is generally true, though in fits and starts. Also though thing have changed in the last 2 centuries. In the 19th century we discovered a lot more than in the previous few centuries and in the later half of this century alone we've done more than pretty much since the dawn of civ (well maybe not that far).

-----
Temporary conclusions (2 will be changed later)
1) tech points earned per turn grow by about a factor of 1000 over the game
2) for every 5% increase in basic tech there is a doubling in the cost
(this may need to change as we determine how many prerequisites each basic tech has, and what it's penalty is)
-----
Actually i was planning on having each with its own set cost and multiplier per % point since some techs are easier to advance in than others. All would start out at say 5, but from there they'd increase at differnt rate's exponetially per percentage point (min 1).

Finnaly after replying i thought of this:

First off this is related a lot with culture as well as technology but since i'm here and it does have to do with technology i'm posting it now b4 i forget (which already happened once)

Second I don't know if this could even poss be implimented, but its a cool though anyway that i thought i'd share.

Now for the idea:

Ok, of all the major advances throughout history, the greatest is agriciculutre (note i am saying history, not prehistory in which case it would be fire). Anyway this is because it reshaped the whole way humans were up to that point. It impacted religion, migration (or the new way of the lack of it), hunting (or the new way of less people doing it), trade, devolopement of large comunities and cities, governments, need for transportation, etc. Basically nothing has so impacted our life since then, until a few years ago (or rather this invention will, according to historians).

What is this? Well i can guarantee u've all heard of it. Its the computer.

Think about it for a few minutes. What has changed, esp within the last decade, because of this machine? Well for one, instant communication around the world anytime (cept for malfuctions ), the ability to predict natural disasters and weather, creation of the internet (which is also considered by some of these same people as the second only to computers as having or will have as much of an effect on society), the fact that for the first time ever electronic recording of information (though video and audio) is possiblem, electronic text will soon (if not already) replace written text as the norm of keeping records (this is a first also for using non-paper since clay tablets), its allowed for discoveries that have disproved some very basic religious concepts, as well as allowed new means of speading others, redefined the way we live to such an extent that is unheard of and its not done yet.

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted November 18, 1999 20:57   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
LGJ:

>
-----
Basic techs should also have some techs embedded in them IMO. This would allow for
some advances that are pretty much on the standard track to be covered, without them
being a whole separate entry. This would also add some description to the otherwise
bland basic techs.
-----
Almpst all of the techs have basic techs at certain percentages if that's what u mean,
otherwise i don't get u.
>

What I meant was that you would get certain technologies automatically when particular basic techs get to a certain level. These "embedded" technologies might allow you to build new things just like single tech advancements. An example might be that Civil Engineering 15% would mean you've achieved the technology for Aqueducts. no other techs would be required, once you get to 15% you can build them. It would IMO add some excitement to the basic techs, and give us a place to put some techs that aren't "first string".

>
Actually i was planning on having each with its own set cost and multiplier per % point
since some techs are easier to advance in than others. All would start out at say 5, but from there they'd increase at differnt rate's exponetially per percentage point (min 1)
>
Sounds Good. I think we're just dealing with first shots at it anyway, because there's a tremendous amount we'll need to do for play balancing.

Computers:
Well, don't get me wrong, I like computers alot and think they're a really important innovation, but IMO they're not Nearly as important as Agriculture. I think industrialization easily beats computers for its importance. For one thing, no industrialization, no computers. Probably there are others too.

Richard Bruns
Prince
NC, USA
Nov 1999
posted November 18, 1999 21:43   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Another very important innovation was the telephone, something that civ 2 does not even include. The telephone revolutionized society in many of the the same ways that computers will. The same is true for radio and television.

But it is true that computers allow completely new ways of doing things. To simulate the contstant improvement of computers, I think it should be a Basic Tech that rises in percentage. Then there are other techs like Networking that require Computers X%. These techs would have a huge impact on society.

For example, I would guess that there are maybe 50 people on Earth that are really interested in making a good game that models human history and lets a player control a civilization and compete with a good AI and other people. If the Internet didn't exist, a Project like Clash would never be possible.

The social model will have to see a change in the modern era as communities develop around almost every concievable idea.

PS I think it would be fun to sneak an 'Easter Egg' into Clash. If you get a Really high score and have a thriving computerized society, you get a message saying that a group of people has created a game called, "Clash of Civilizations."

Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted November 18, 1999 23:56   Click Here to See the Profile for Lord God JinnaiClick Here to Email Lord God Jinnai  send a private message to Lord God JinnaiSend a Message to UIN: 57262757 Visit Lord God Jinnai's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
----
Well, don't get me wrong, I like computers alot and think they're a really important innovation, but IMO they're not Nearly as important as Agriculture. I think industrialization easily beats computers for its importance. For one thing, no industrialization, no computers. Probably there are others too.
----
It is true that industrialization was a major breakthrough, one of the top ten i'd say, but i think they ranked computers higher because they've impaceted almost every facet of life from games, to messages, to bussiness, to well its hard to name what hasn't been afected. I'm also saying that because it affects everyone on the planet, even people who don't know what they are. Industrialization took much longer to achieve that. There are other reasons and there it is highly opened to debate. Some say the internet is the greatest leap forward ever because it created a "whole new reality".

Anyway if u get right down to it, all things were possible because of language.

----
What I meant was that you would get certain technologies automatically when particular basic techs get to a certain level. These "embedded" technologies might allow you to build new things just like single tech advancements. An example might be that Civil Engineering 15% would mean you've achieved the technology for Aqueducts. no other techs would be required, once you get to 15% you can build them. It would IMO add some excitement to the basic techs, and give us a place to put some techs that aren't "first string".
----
Sounds fine. I don't know about that particular tech. I think we should also limit these though.

----
Another very important innovation was the telephone, something that civ 2 does not even include. The telephone revolutionized society in many of the the same ways that computers will. The same is true for radio and television.
----
Yea the telephone was quite inportant, but didn't change the world in quite the same impact. Radio and TV were, but again not as much. I guess this is one way to figure out what techs were most important in civilization mark

----
PS I think it would be fun to sneak an 'Easter Egg' into Clash. If you get a Really high score and have a thriving computerized society, you get a message saying that a group of people has created a game called, "Clash of Civilizations."
----
Yea i would have liked to one myself having to do why i use this nickname. I guess it would be the ultimate tech of "interdimentional travel" since well...just check out "El Hazard: The Wanderers" on the web. Its an anime and i'm the main villian. hehe

I was going to put someting a pic of that place and say on your first successful try you open a way to a world called El Hazard. I'd ask AIC before doing this to make sure of course.
[This message has been edited by Lord God Jinnai (edited November 19, 1999).]

Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted November 20, 1999 12:18   Click Here to See the Profile for Lord God JinnaiClick Here to Email Lord God Jinnai  send a private message to Lord God JinnaiSend a Message to UIN: 57262757 Visit Lord God Jinnai's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I know its kinda early for this, but i was thinking we should have a few (no more than 4) secret techs. These should be hard to get, though i don't how we'd impliment them except no cheating.
Kull
Clash of Civilizations
Diplomacy & Web Editor

El Paso, TX USA
Mar 99
posted November 20, 1999 23:13   Click Here to See the Profile for KullClick Here to Email Kull  send a private message to Kull Visit Kull's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Re: Computers vs. Industrial Revolution (a few thoughts on grouping)

Physical Power & Speed: A man is limited in his physical accomplishments by the strength of his body. You can do more with groups, but it's expensive and time-consuming. Harness an animal (horse/ox) and one man can do far more work (and travel faster). You can gain some improvements by using more animals, but the gains level off pretty quickly (ie you can't plow twice as much land with two horses and your chariot won't go twice as fast, etc). I'm generalizing, so bear with me. The Industrial Revolution was a major step forward, because 1) machines gave us the first power & speed boost since the domestication of animals and 2) you COULD achieve dramatic improvements in power and speed by making better machines. Technology was better than biology, in that respect.

Information: Mankind has progressed in a similar fashion in this area. From oral we soon proceeded to written, and languished there for a time. Information transmission was closely linked to physical speed. Inventions such as a series of hilltop beacons and carrier pigeons could improve upon the man/horse limitation, but they never entered the mainstream. The printing press was a major storage advance because we could duplicate information much faster, but it didn't address the speed problem. Not until the telegraph was information liberated from the physical transmission prison. To a large extent, the telephone, radio, and tv were simply improvements upon that principle. Although important from a storage perspective, the computer was hailed largely because of it's information manipulation capabilities. The Internet features it all: Speed, storage, and manipulation.

Genetics: From a Clash standpoint, this one is just too recent to have much impact. But it is a NEW revolution, albeit one with elements of both the physical and the informational.

But there's more. Until now, it's always been necessary to have a human at the controls. Whether running the machines or working the phones. The incredible miracle that lies ahead will come from the merging of the information and industrial revolutions. Machines operated by computers. Designed by them. No longer subject to the physical or informational limitations of the human operator or user. Think of it. The two fundamental human revolutions combined, for the first time. And the Genetic one will undoubtedly merge in the very near future. As we begin to dip our toes in this new ocean, we can barely conceive of all that is to come.

You may want to structure the tech tree accordingly.
[This message has been edited by Kull (edited November 20, 1999).]

Glak
Warlord

Apr 99
posted November 21, 1999 00:38   Click Here to See the Profile for GlakClick Here to Email Glak  send a private message to Glak
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
As far as humans go agriculture and writing are more important, they really changed the way we live. However I think as far as the world goes computers are more important. In the far future when cyborgs evolve into pure robots humans will only be remembered as a transitionary stage between flesh and steel (or more likely plastic or something like that) Just a note I am not talking some sort of horrible robot revolution, people won't even notice the changes. I mean people wear glasses to augment their vision and clothing to augment their skin.
Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted November 21, 1999 02:05   Click Here to See the Profile for Lord God JinnaiClick Here to Email Lord God Jinnai  send a private message to Lord God JinnaiSend a Message to UIN: 57262757 Visit Lord God Jinnai's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
These last post were kinda getting a little beyond what clash will ptob get to, but who knows? This project is far from complete and in a year much can change.

Also,on genetics, there has been much more done than u think and it will affect clash. Also i may impliment another tech after neural grafting (if u seen my tech model u know what i'm talking about somewhat). I would be bioelectronics. This is where part of the "electronics" and such are intrigrated with biomaterial more a "harmonious" existance, not just grafted on, but an itertwined relationship like our neural pathways react with the rest of our body.

Anyway i think i now have the four, well 5 right now, "secret techs" Dimetional Travel (as listed earlier with my easter egg), the former paragraph, bioelectronics, mater/energy conversion, Discovery of Psionics, and light speed travel. Of course all are very much so up for debate, but with there is atleast inconclusive evidence for all these. BTW if u have any ideas let me know and any final descions i don't want posted on this forum and/or in the tech chart because they wouldn't be secret then.

Kanzid Stonebreath
Chieftain
Macclesfield, Cheshire, England.
Apr 99
posted November 21, 1999 17:46   Click Here to See the Profile for Kanzid StonebreathClick Here to Email Kanzid Stonebreath  send a private message to Kanzid StonebreathSend a Message to UIN: 589505 Visit Kanzid Stonebreath's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I don't think that there should be hidden techs, because as soon as somone completes the game there will be a list of techs posted to places on the web.
Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted November 21, 1999 17:54   Click Here to See the Profile for Lord God JinnaiClick Here to Email Lord God Jinnai  send a private message to Lord God JinnaiSend a Message to UIN: 57262757 Visit Lord God Jinnai's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I know eventually there going to be known, but for a while they won't and these will be extremely hard to get so someone prob won't find them that easily.
Toubabo_Koomi
Clash of Civilizations
Disease & Natural Disasters Models


Oct 1999
posted November 21, 1999 18:54   Click Here to See the Profile for Toubabo_KoomiClick Here to Email Toubabo_Koomi  send a private message to Toubabo_Koomi
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I personally don't think hidden techs should be included either. They add in sci-fi but this is a representation of history, not a sci-fi game. I say if it hasn't happened or if it isn't about to happen, don't include it.
Glak
Warlord

Apr 99
posted November 21, 1999 19:20   Click Here to See the Profile for GlakClick Here to Email Glak  send a private message to Glak
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I think it doesn't matter. I'm sure this issue can be debated at a later time.
Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted November 22, 1999 23:03   Click Here to See the Profile for Lord God JinnaiClick Here to Email Lord God Jinnai  send a private message to Lord God JinnaiSend a Message to UIN: 57262757 Visit Lord God Jinnai's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Well anyway this will have a lot to do with atleast the near future since we won't stop at 2000 i think and also a civ might develope more in one tech than has been done in our history.
Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted December 01, 1999 18:52   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
On the future tech thing...

LGJ, I know you're all for it, but I personally think anything beyond what is available now should only be available when The Player desires for that option to be selected. So although the tech tree Should accommodate going into the near future... IMO Many players will want it pruned.

One more shot at a Unified Basic Tech scale...

That is the same scale used for ancient "modern" basic techs. Perhaps it's irrational, but I'd like to have the same zero-100% + scale for All the basic techs. So electronics might Start at 65%, but otherwise would be on the same scale as Architecture which started at 0%. One reason I'd like to do this is then a player's tech level could be handled graphically easily on the zero-100% scale. If everything were "equally" advanced you'd see a flat line across all techs. A bulge in an area would allow immediate visual recognition (say if basic techs are color coded) of where a competitor is ahead. Also, if everything is on the same scale, an Overall tech level can be easily expressed. Although the percent scale itself is un-exciting, and we should probably think of something better.

Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted December 01, 1999 23:21   Click Here to See the Profile for Lord God JinnaiClick Here to Email Lord God Jinnai  send a private message to Lord God JinnaiSend a Message to UIN: 57262757 Visit Lord God Jinnai's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Mark:

First off i still think we should have future techs in there, however we can see about an on/off switch. The reason i want them is because i don't want to get to the point where i have tons of research in my basic techs and am not really producing anything new because it doesn't seem natural. Also take the case where my society decides to become extremely advanced in agriculture. So if i've gone above and beyond say what's been discovered in our own history what's next? I think the player should have more breakthrus because he might not want to switch to something else (ie it could be for economic reasons). Anyway like i said b4 we can see about and on/off switch, just so long as its in there i'll prob be happy.

On the second issue i hear u and understand it does have some advantages, but the one big disadvantage is how will we determine what sets the "standards" for each era. FE currently the us is the leader in agriculture by a very very very long shot. The closest country is France. Per acre we produces 400% more than they do so should the us set the srandard or france which is closer to the rest of the world? Also what happens as countries rised and fell during time? The americas and orient were more andvanced than europe for quite some time but then that reversed rather quickly. Plus the rates at which things progressed usually came in fits and starts. This is why i like the prev model because when u learn it at 0% ur assumed to have only the very basic knowledge nessasary and it is easy to chart in the fact that u can say "hey i've come that far!" or "I'm not developing much here i'd better research more." Plus it could be really off when ur really low on some techs because u've just not worried about them and suddenly "boom" u have electronics at 65% whereaz most of ur other ones are at 30%. It would look like ur really advanced in electronics when really ur not.

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted December 02, 1999 02:36   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
LGJ:

An on/off switch for the near-future is what I meant And perhaps another switch for far-future techs...

Electronics starts at 0% or 65% question:

"standards for each era" problem is Real, but is No different regardless of which alternative you pick, so I don't get your argument...

"Electronics at 65% when other techs are at 30%"... How on Earth could you get the starting level of electronics with a medieval or 1500s average tech level? If we do the job right only Very minor discrepancies could ever occur.

Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted December 06, 1999 01:01   Click Here to See the Profile for Lord God JinnaiClick Here to Email Lord God Jinnai  send a private message to Lord God JinnaiSend a Message to UIN: 57262757 Visit Lord God Jinnai's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
-----
An on/off switch for the near-future is what I meant And perhaps another switch for far-future techs...
-----
ok well the far-future 1 should be grayed if near future 1 is off also.

-----
Electronics starts at 0% or 65% question:

"standards for each era" problem is Real, but is No different regardless of which alternative you pick, so I don't get your argument...
-----
Well in my original proposal 100% would be double eff. as what 0% would be, the latter being just the very basics of what is ness for that tech.

-----
"Electronics at 65% when other techs are at 30%"... How on Earth could you get the starting level of electronics with a medieval or 1500s average tech level? If we do the job right only Very minor discrepancies could ever occur.
-----
First off i said in general. And second u could have low agriculture, religious and fine arts techs, um, lower transportation or just about anything cept sythetics or things actually needed for electronics.

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted December 06, 1999 07:57   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I don't think you could have really low transportation or agriculture and still get to electronics. The reason is that without and economy that is rapidly becoming modern, electronics would never be socially useful anyway. Sure, one inventor could make a simple circuit or something. But my working definition of a technological advancement is that it is invented, and that society can practically use it.( And has a desire to use it) So although some Romans knew of steam power, and had some rudimentary inventions in that area, they didn't achieve the technological advancement of steam power IMO.

But back to the original point...
To be at Electronics, a lot of other things need to be at about, say, 65%. So how exactly is Electronics starting at 65% supposed to be jarring to the player? I think 0% is Much more out of synch.

[This message has been edited by Mark_Everson (edited December 06, 1999).]

shimmin
Chieftain
Illinois, USA
Sep 1999
posted December 06, 1999 12:38   Click Here to See the Profile for shimminClick Here to Email shimmin  send a private message to shimmin
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Would it work to have the initial Electronics level start out as a weighted average of (f.e. 40% engineering, 40% physics, 20% chemistry) other basic tech levels at the time the advance is discovered?

The only problem I see with this is that (somewhat paradoxically) the sooner you discover something, the more work you have to do to improve it -- although this problem may not in practice exist due to two compensating effects
1) If you have a number of prereqs, research is cheap, and you should rapidly catch up to where you "should" be if you are initially behind. Conversely, if you start out far ahead of where you "should" be, then further research will be nigh impossible until other things catch up.
2) The player that discovers electronics "late" had to advance a lot of basic techs without the benefit of electronics (making it more expensive to do so), whereas the player that discovers electronics early will have to advance electronics seperately from other basic techs, but will be able to make those advances more cheaply.

I think in the end, the benefits from early discovery should outweigh the downside of advancing the basic tech to where it would have been had you discovered it later. (Or at least it is in principle possible that a properly balanced tech web could provide this.)

This is acheived by making the "modern" basic tech a prereq to contributing basic techs, either directly or indirectly (i.e. Electronics 75% could be a prereq to Computing, and Computing 85% could be a prereq to Physics), so boosting Physics to high levels to get "free" Electronics levels when you first discover it is impracticable.)

Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted December 06, 1999 13:50   Click Here to See the Profile for Lord God JinnaiClick Here to Email Lord God Jinnai  send a private message to Lord God JinnaiSend a Message to UIN: 57262757 Visit Lord God Jinnai's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
There is still a big problem i see with starting out electronics anywhere other than 0 or 1 percent (depending on the interpret). This is beacuse this represents ur overall knowledge of the subject, not ness timelinewise because the way i'm implimenting it, it is relatively unaffected by what exact time period it is, only social/cultural age. As far as it being close to everything i think it will make less sense when a person finds out they discovered electronics and its already at 65% and after that it doesn't go up very much. Not only that, but what if they discover it really really early? or really really late? this just punishes those who learn it early on moreso than it does those who waited they get all most other techs high up. Put it anyway u want but in essence they'd have gotten many extra points of research for free because they chose to wait. And if 65% is set, it still wouldn't make sense. And it would be possible for some things to be low depending on how ur economy is based. FE a trade-based econmy such as italy once was wouldn't need to high in anything cept economics and transportain (and the ness rqs for electronics no matter what) to develope them while leaving farming and other stuff way behind. Buy having it start at square 1 no matter where u are it makes it easy for anyone to develope the basics rather quickly but the more advanced it gets, the more expensive it becomes.
Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted December 06, 1999 17:47   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Well, I think you have some things in mind about how the numbers in the model work, that I'm not aware of. I suggest we just table the discussion about the starting level for "advanced" basic techs. After the write-up comes out with the details we can take it up again if necessary. In any case it's a detail that would be relatively easy to change...
Blade Runner
Warlord
Belgium
b.02-15-99
posted December 09, 1999 11:32   Click Here to See the Profile for Blade RunnerClick Here to Email Blade Runner  send a private message to Blade Runner
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I hope it is not off-topic. :-)

Every advance cost some money. This price is relative to the level of the advance. FE the map making cost something like 1000$. If the player wants to research the fusion power without map making, gun powder, etc. It is possible but the price will be at time enormous something like 100000$, so practically not worth to research in ancient time. The time being the economy start to produce huge amount of money, so the player can start to pump enough money to research the FE fusion power.
This way we can produce a flexible, but realistic research system without strict research tree climbing.

Blade

Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted December 10, 1999 14:45   Click Here to See the Profile for Lord God JinnaiClick Here to Email Lord God Jinnai  send a private message to Lord God JinnaiSend a Message to UIN: 57262757 Visit Lord God Jinnai's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Everything does cost money, or rather resources (one of which is money). The thing is the research points u get is basically the money that was put over to research and if u put additional money in u get more research points. Dunno the exact ratio yet though. Also even in acient times u'd not be able to research fusion engine because there are some fundimental things u need to know before u can design. That doesn't mean its going to be a stringent tree like civ2 was where u had to have all these techs before u could develope this, but u will need some basic techs at certain levels and a few non-basic techs. FE u can't develope a car without knowing how combustion works or having even the knowledge of the wheel.
shimmin
Chieftain
Illinois, USA
Sep 1999
posted December 15, 1999 10:11   Click Here to See the Profile for shimminClick Here to Email shimmin  send a private message to shimmin
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I had a minor epiphany as I woke up this morning. Rather than display the player's progress in basic techs as an absolute number, why not show it as a fraction of the highest level attained by any player at that point in the game?

The number used internally is still 0-100+ % (based on present day tech), but this avoids the problem of deciding whether it is more intuitive to start at 1% or at a level commensurate with progress in other areas at the time.
[This message has been edited by shimmin (edited December 15, 1999).]

Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted December 15, 1999 12:45   Click Here to See the Profile for Lord God JinnaiClick Here to Email Lord God Jinnai  send a private message to Lord God JinnaiSend a Message to UIN: 57262757 Visit Lord God Jinnai's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
That could give too much info on weather ur country is too far behind or ahead because u may not come in contact with other civs for a while and u would still know where u stand.
Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted December 24, 1999 08:53   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I just checked out the UNITS version 3.0 thread in the civ three list forum. There is a wealth of information they are about what sort of technology is required for a variety of weapons types, ship hull types, etc. the information there might be able to save you some time when working on specific technologies that are necessary for various military units.
Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted December 24, 1999 20:03   Click Here to See the Profile for Lord God JinnaiClick Here to Email Lord God Jinnai  send a private message to Lord God JinnaiSend a Message to UIN: 57262757 Visit Lord God Jinnai's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Thanx Mark. I'll forward a link to richard also.
Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted January 06, 2000 18:09   Click Here to See the Profile for Lord God JinnaiClick Here to Email Lord God Jinnai  send a private message to Lord God JinnaiSend a Message to UIN: 57262757 Visit Lord God Jinnai's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Well I'll let u know a little ahead of time. Rich will be done with his version of the revision on the 10th then I'll review it so be expexting a completly new tech chart! This won't just be a facelift, but a major overhall! The fundimentals will still be the same, flexibility, culturally based, use of basic techs, but It'll be radically differnt. We've been working on this since october so be prepared!
Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted January 06, 2000 19:44   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Sounds great, I can't wait!
Apolyton Civilization Site Forums
> > > Clash of Civilizations Forum

This topic is 4 pages long:   1  2  3  4 
next newest topic | next oldest topictop of page

All times are EDT

Administrative Options: Close Topic | Archive/Move | Delete Topic | Top
Post New Topic  Post A ReplyPost A Reply In A New Window
Hop to:

Contact Us
Apolyton Civilization Site

Powered by: Ultimate Bulletin Board, Version 5.44a
© Infopop Corporation (formerly Madrona Park, Inc.), 1998 - 2000.

Front Page | Civilization III | Dinosaurs | Civilization II | Call to Power | Call to Power II | Alpha Centauri | Alternative Civs | Misc | Links | About ACS | GameStats
GameLeague | Scenario League | HAC | Civilization Scenario Collection | Spanish CivII Site | Clash of Civs | CtP Maps | Art of War | WesW's Ctp1/2 Site