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Topic:   Technology System E-Mail Archive Format for Better Printing
Richard Bruns
Prince
NC, USA
Nov 1999
posted February 01, 2000 18:24   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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> The thing I have been working on for all this time was the elimination of
> seperate basic techs. I thought I had finally reduced it to only these
> continuous techs. Anything else depends only on these, like the Fission
> Power Plant example.

Um no what i meant was not seperate "basic" techs, but seperate techs that u
need certain percentage prereq on basic techs but because of there
revolutionary changes should be researched seperately that just getting to a
certain percentage.

> I don't understand. What else did you need?

Military Tech Model and anything you do happen to have on social advances

Also on the prereqs where they change as they advance FE water transport,
the affects should be gradual buildup. So its at 50% when you need metal
working from what the chart reads, well from 40-60% you could still research
it w/o metal working, but it would becaome increasingly difficult.

Also we need to decide how RP are produced and used since based on an
earlier e-mail i sent some will have to be used to keep the current level of
tech from eroding.

> Biology (Organism Structure)
> 0%-None-50%-Optics(*20%)-80%-Computational Hardware (*70)r-100%
> ---
> You are right that the 80-100% addition is needed, but wouldn't
Electronics
> be more suitable? That would also cover things like electron microscopes.
> ---
Perhaps

> Chemistry-Alchemy
> Chemistry
> 0%-Alchemy-20%-Mathematics (*1)-100%
> ---
> I do not have alchemy as a seperate tech. It is simply a low level of
> Chemistry.
> ---
Heres the reason why: Alchemy isn't chemisty. It's prechemisty. Alchemist
basically used trial and error for the most part to come up with formulas.

> Ecology
> Ecology, Theory of Evolution, Greenhouse Theory
> 0%-Biology, Geology-100%
> Decreases the environmental impact of your civ's actions.
> ---
> Why does your knowledge of the internal structure of an organism affect
yur
> knowledge of the way an ecosystem works?
> ---

Because it helps to determine how and why creatures act and live like they
do and also how they evolved.

> Geology
> Oil Drilling
> 0-Mathamatics-100%
> ---
> My reasoning for combining Ecology and Geology that are both aspects of
> Planetary Science. This is the theoretical side of the field, and the
> application that I forgot to include was Resource Gathering. Sorry for
the
> confusion. If you still think it would be better to split them, that
would
> be fine.
> ---

Geology deals with rocks, minerals, etc while Ecology deals with organisms
and their eviroments. While geology does affect ecology, it is not
exclusive and ecology really doesn't affect geology.

> Brick/Cement/Stone (Not sure if ness)
> ---
> I thought you would need this for both Architecture and Roads. What else
> would determine the ability to make stone buildings and pave roads?
> ---

I guess adding mortar and renaming it "Building Materials" or "Construction
Materials" will be fine.

> Portable Power Generation
> 0%-Genetics-30%-Mechanical Engineering(*30%) Power Generation (*30),
> Chemistry-100%
> ---
> The Power Generation 30% requirement is redundant. Power Generation
already
> requires Mechanical Engineering and Chemistry, so you gain noting by
adding
> it. If it is the specific percentage you are concerened with, we can
always
> adjust it. These are rough estimates.
> ---

Well thing was that Power Generation required the same level of mechanical
engineering which imo wasn't right since portable power generation requires
more advanced techniques.

> Space Travel
> 0%-Portable Power Generation(*85%), Physics-Mechanics(*85%), Electronics,
> Air Travel (*20)-100%
> ---
> Air Travel 20% is like a World One biplane. How would you not have that
if
> you already have the high requirements already there? But you are right
in
> that Air Travel would help. It can be a non-prerequisite helper.
> ---

Well um yes your right. I was thinking thinking it was about that time
rocketry came into being although it was WWII and there is some need for air
travel because you need to know how to travel through the atmosphere to get
into space.

> Water Transport--Access to water
> ---
> How is this different? Did something get cut off?

Um all I can remember is that there should be a way to tell the diff from
seaworthy ships to nonseaworthy ships.

Richard Bruns
Prince
NC, USA
Nov 1999
posted February 01, 2000 18:25   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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Um no what i meant was not seperate "basic" techs, but seperate techs that u
need certain percentage prereq on basic techs but because of there
revolutionary changes should be researched seperately that just getting to a
certain percentage.
---
Could you give an example of one of these that would really be important for gameplay? I am trying to have as little complexity as possible. When my roommate saw me working on the tech model, he thought that it was ridiculously complex. And he is a very intellegent person who is good at computer strategy games.
We are trying to condense over 4000 years of the advancement of humanity into a tech model that is simple enough do deal with in a game. We will need to ignore literally hundreds of revolutionary advances. A few dozen general fields that progress over time is, in my mind, the only hope for modelling this. We have to be as simple and general as possible.
For example, consider the tech of Explosives. I considered adding it, but then decided not to. It is too small and it does not help much. I made the simplifying assumption that your skill in explosives would be the same as your Chemistry skill. Thus building cannons would require a certain percentage in Chemistry and Metallurgy, and your cannons would improve as those two techs did. A seperate tech for Explosives would only complicate the tech tree.
---
Military Tech Model and anything you do happen to have on social advances
---
After coming up with an elaborate system for military technology, I decided to scrap it. Rather than having a Personal Weapons tech, I thought it would be better to simply assign prerequisites and dependencies for individual applications. Thus your artillery depends on Metalurgy, Chemistry, and to a lesser extent Physics(Mechanics). Rather than clutter up the tech tree with techs that have only one application, I thought it would be better to trim the tree to the essentials and have individual applications depend on those essentials.
I say keep the social tree you already have; you did a good job. Only use non culture specific techs like we talked about earlier.
---
Also on the prereqs where they change as they advance FE water transport,
the affects should be gradual buildup. So its at 50% when you need metal
working from what the chart reads, well from 40-60% you could still research
it w/o metal working, but it would becaome increasingly difficult.
---
I had the same view of things, but I forgot to explain it. Sorry. You are right about the gradual crossover.
---
Also we need to decide how RP are produced and used since based on an
earlier e-mail i sent some will have to be used to keep the current level of
tech from eroding.
---
I thought that was already decided. I liked the idea of having to spend RP's based on the level of the tech. As you learn more, you have to increase the effort to increase your knowledge to things that are harder to learn. Also, you have to constantly spend RP's to keep techs at their current level. This too is based on tech.
So we have a differential equation of the form dP=(RP-a(bP^n))(c/(dP)^m) where a, b, c, d, n, and m are constants, P is the current percentage and RP is the amount of RP's spent on that tech.
If RP is zero, the tech declines at a rate proportional to the level of the tech. If RP=xP, there is no growth. You can see that the input required to keep the tech level constant increases as the tech does, to simulate the greater amount of teaching required. In between these two, the decline is less rapid but still present. If the first term is greater than zero, then the tech rises, but the rate of the rise slows as the tech level inreases.
Does that sound okay? The numbers will have to be determined by playtesting.
---
Heres the reason why: Alchemy isn't chemisty. It's prechemisty. Alchemist
basically used trial and error for the most part to come up with formulas.
---
For the purposes of the tech tree, Chemistry is anything that involves experimenting with chemicals and learning about them. Chemistry and Alchemy are similar enought to lump into only one tech.
---
Because it helps to determine how and why creatures act and live like they
do and also how they evolved.
---
OK
---
Geology deals with rocks, minerals, etc while Ecology deals with organisms
and their eviroments. While geology does affect ecology, it is not
exclusive and ecology really doesn't affect geology.
---
OK
---
I guess adding mortar and renaming it "Building Materials" or "Construction
Materials" will be fine.
---
There are other building materials like metal that have nothing do do with this tech. Also paving and roads, as well as construction, are a big application of this tech. I would prefer that names be as accurate and descriptive as possible, even if they don't sound good. But adding mortar is a good idea.
---
Well thing was that Power Generation required the same level of mechanical
engineering which imo wasn't right since portable power generation requires
more advanced techniques.
---
You are right. But wouldn't it be easier and less confusing to make the Portable require a higher level of the existing prerequisites, rather than adding new prerequisites?
---
Um all I can remember is that there should be a way to tell the diff from
seaworthy ships to nonseaworthy ships.
---
Simple. A ship requires a higher percentage as a prerequisite than a river boat does.
Richard Bruns
Prince
NC, USA
Nov 1999
posted February 01, 2000 18:25   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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Um you havent said anything on future techs.

> Um no what i meant was not seperate "basic" techs, but seperate techs that
u
> need certain percentage prereq on basic techs but because of there
> revolutionary changes should be researched seperately that just getting to
a
> certain percentage.
> ---
> Could you give an example of one of these that would really be important
> for gameplay? I am trying to have as little complexity as possible. When
> my roommate saw me working on the tech model, he thought that it was
> ridiculously complex. And he is a very intellegent person who is good at
> computer strategy games.
> We are trying to condense over 4000 years of the advancement of humanity
> into a tech model that is simple enough do deal with in a game. We will
> need to ignore literally hundreds of revolutionary advances. A few dozen
> general fields that progress over time is, in my mind, the only hope for
> modelling this. We have to be as simple and general as possible.
> For example, consider the tech of Explosives. I considered adding it,
but
> then decided not to. It is too small and it does not help much. I made
> the simplifying assumption that your skill in explosives would be the same
> as your Chemistry skill. Thus building cannons would require a certain
> percentage in Chemistry and Metallurgy, and your cannons would improve as
> those two techs did. A seperate tech for Explosives would only complicate
> the tech tree.

I'm talking very major ones like industrialization. This had a profuound
inpact on almost every aspect of society. I'm trying to find a book or
article with the top 100 or something advances in our history and then take
a select few from that. Besides from whats been said on the forum and such
esp Mark, he wants a combination of both with about 60 techs seperate from
just being able to be obtained cuz you reached a certain level. 20 of which
would be future techs.

We also don't want it be too simple.

> Military Tech Model and anything you do happen to have on social advances
> ---
> After coming up with an elaborate system for military technology, I
> decided to scrap it. Rather than having a Personal Weapons tech, I
thought
> it would be better to simply assign prerequisites and dependencies for
> individual applications. Thus your artillery depends on Metalurgy,
> Chemistry, and to a lesser extent Physics(Mechanics). Rather than clutter
> up the tech tree with techs that have only one application, I thought it
> would be better to trim the tree to the essentials and have individual
> applications depend on those essentials.
> I say keep the social tree you already have; you did a good job. Only
use
> non culture specific techs like we talked about earlier.

What about the stuff such as indivisual weapons like katana or rifle? From
what the military model suggests they are relying heavily on the abilty to
"personalise" units. I know these wouldn't ness be tech advancements but
more of improv or items obtained from the current tech which brings me to
the point of what do you have in that area?

> Also we need to decide how RP are produced and used since based on an
> earlier e-mail i sent some will have to be used to keep the current level
of
> tech from eroding.
> ---
> I thought that was already decided. I liked the idea of having to spend
> RP's based on the level of the tech. As you learn more, you have to
> increase the effort to increase your knowledge to things that are harder
to
> learn. Also, you have to constantly spend RP's to keep techs at their
> current level. This too is based on tech.
> So we have a differential equation of the form dP=(RP-a(bP^n))(c/(dP)^m)
> where a, b, c, d, n, and m are constants, P is the current percentage and
RP
> is the amount of RP's spent on that tech.
> If RP is zero, the tech declines at a rate proportional to the level of
> the tech. If RP=xP, there is no growth. You can see that the input
> required to keep the tech level constant increases as the tech does, to
> simulate the greater amount of teaching required. In between these two,
the
> decline is less rapid but still present. If the first term is greater
than
> zero, then the tech rises, but the rate of the rise slows as the tech
level
> inreases.
> Does that sound okay? The numbers will have to be determined by
> playtesting.

Yea but also if the amount of RP spent is more than enough to raise it a
percentage is should be carried over to the next to see if can raise it more
than 1. If not the excess could act as a cushon for the next turn.

> I guess adding mortar and renaming it "Building Materials" or
"Construction
> Materials" will be fine.
> ---
> There are other building materials like metal that have nothing do do with
> this tech. Also paving and roads, as well as construction, are a big
> application of this tech. I would prefer that names be as accurate and
> descriptive as possible, even if they don't sound good. But adding mortar
> is a good idea.

well for coding thats fine, but it needs a better name for the user
interface

> Well thing was that Power Generation required the same level of mechanical
> engineering which imo wasn't right since portable power generation
requires
> more advanced techniques.
> ---
> You are right. But wouldn't it be easier and less confusing to make the
> Portable require a higher level of the existing prerequisites, rather than
> adding new prerequisites?

But then what's to say someone won't develope power gen b4 portable power
gen

Richard Bruns
Prince
NC, USA
Nov 1999
posted February 01, 2000 18:26   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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Um you havent said anything on future techs.
---
All future techs are simply higher percentages of current basic techs. As for specific things like Cybernetic Medicine, I can create a list of prerequisites for what we decide to include.
---
I'm talking very major ones like industrialization. This had a profuound
inpact on almost every aspect of society. I'm trying to find a book or
article with the top 100 or something advances in our history and then take
a select few from that. Besides from whats been said on the forum and such
esp Mark, he wants a combination of both with about 60 techs seperate from
just being able to be obtained cuz you reached a certain level. 20 of which
would be future techs.

We also don't want it be too simple.
---
Quote from my original e-mail:
"Specific applications have percent prerequisites in one or more techs, as well as other possible requirements. For example, a Fission Power Plant would need something around Power Generation 60%, Chemistry 80%, Physics-Electromagnetics 70%, and Access to Uranium. The exact percentages will have to be determined by playtesting. Until then, I could guess at whatever you wanted to build. Send me a list of what you want included and I will make a list of tech prerequisites for that thing."

Industrialization is a specific application, not a tech. It is a social choice made possible by certain levels of technology. I would say Industrial Engineering 30%, Communication Systems and Media 40%, Civil Engineering/Infrastructure 40%, and Power Generation 40%. Once you get these levels of tech, you have the option of choosing Industrialization. Either that or your people do it automatically; I don't know what the social model people will eventually decide on.

I think that the tech tree should only contain broad categories of knowledge or skills that affect many things. Any specific application is a single thing that has certain prerequisites. Just send me a list of these specific things and I will give them prerequisites. I don't yet know exactly what you want.

And this tree is not too simple. It is already quite complex.
---
What about the stuff such as indivisual weapons like katana or rifle? From
what the military model suggests they are relying heavily on the abilty to
"personalise" units. I know these wouldn't ness be tech advancements but
more of improv or items obtained from the current tech which brings me to
the point of what do you have in that area?
---
Leather Armor: Fabric/Leather *10%
Curballi: Fabric/Leather *20%, Metalworking *10%
Mail Armor: Metalworking *25%
Plate Armor: Metalworking *40%, Mechanical Engineering
Spear: Woodworking *2%, Metalworking
Sword: Metalworking *20%
Longsword: Metalworking *35%
Katana: Metalworking *60%
Bow: Woodworking *5%
Composite Bow: Chemistry *15%
Crossbow: Mechanical Engineering *25%
Musket: Chemistry *30%, Metalworking *30%
Rifle: Chemistry *40%, Metalworking *40%, Physics(Mechanics) *30%
Hand Grenades: Chemistry 40%
I am confident that anything we need can be placed in my tech tree like this. Just send me lists of what to include. Again, the percentages are approximate. They will most likely have to be adjusted for game balance.
---
Yea but also if the amount of RP spent is more than enough to raise it a
percentage is should be carried over to the next to see if can raise it more
than 1. If not the excess could act as a cushon for the next turn.
---
I don't see why we have to confine ourselves to integers. If you have, say, 32% one turn and you research a little, you get 32.17% the next turn. If you then put a huge investment into the tech, you can raise it to 33.59% by the next turn. The percentages are recalculated every turn and an exact value dispayed.
---
well for coding thats fine, but it needs a better name for the user
interface
---
I knew that all along. But the name should tell exactly what it is.
---
But then what's to say someone won't develope power gen b4 portable power
gen
---
What's wrong with that? The steam engine was running factories before it powered railroads. Electric turbines were around before cars.
As a general strategy, we can set the timing of things by setting the prerequisite percentage. Something that needs Metalworking 30% will probably come before something that needs Metalworking 50%. But if the players do not need to research the 30% thing, then they don't have to. We may see that in our history the 50% thing developed as a result of the 30% thing, but it did not have to be that way. At the most basic level, it was the result of societal need and the ability to make it. The players choose the need, and the tech tree provides the basic tools. I don't want to lock people too tightly in our history. They should be able to choose their own technological destiny, within reason. That is one reason I want to keep the tech tree loose and flexible.

Richard Bruns
Prince
NC, USA
Nov 1999
posted February 01, 2000 18:27   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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First off before I reply to your other questions I seen nothing i medicine
that reflects the eastern or native american approach to this basic tech:
***
Medicine
Medicines, Surgery, Vaccine, Artificial Limb
0%-No Prerequisite-10%-Biology(*10%)-80%-Genetics(*80%)-100%
0%-Biology-100%
Higher levels make people live longer and be healthier and happier
***
Is this a mistake, intentional or are you modeling some other way? The
reason is, is because if we are going to have this non-biased to one
cultural type or another as much as humanly possible, which is one thing I
won't comprime on, this represnts mainly a western philosophy.

All future techs are simply higher percentages of current basic techs. As
for specific things like Cybernetic Medicine, I can create a list of
prerequisites for what we decide to include.

I think that the tech tree should only contain broad categories of knowledge
or skills that affect many things. Any specific application is a single
thing that has certain prerequisites. Just send me a list of these specific
things and I will give them prerequisites. I don't yet know exactly what
you want.
---
I'll prob do that tommorrow or Friday once i review what's here and what is
in the tech model i gave u.


What about the stuff such as indivisual weapons like katana or rifle? From
what the military model suggests they are relying heavily on the abilty to
"personalise" units. I know these wouldn't ness be tech advancements but
more of improv or items obtained from the current tech which brings me to
the point of what do you have in that area?
---
Leather Armor: Fabric/Leather *10%
Curballi: Fabric/Leather *20%, Metalworking *10%
Mail Armor: Metalworking *25%
Plate Armor: Metalworking *40%, Mechanical Engineering
Spear: Woodworking *2%, Metalworking
Sword: Metalworking *20%
Longsword: Metalworking *35%
Katana: Metalworking *60%
Bow: Woodworking *5%
Composite Bow: Chemistry *15%
Crossbow: Mechanical Engineering *25%
Musket: Chemistry *30%, Metalworking *30%
Rifle: Chemistry *40%, Metalworking *40%, Physics(Mechanics) *30%
Hand Grenades: Chemistry 40%
I am confident that anything we need can be placed in my tech tree like
this. Just send me lists of what to include. Again, the percentages are
approximate. They will most likely have to be adjusted for game balance.
---

I have no argument with that last statement and i fact think it should,
again the exact percentages/techs may vary. In general if you can think of
something that isn't a tech advancement or social advancement but is
important, it prob belongs in this category. FE automobiles do, but
automotive technology or whatever u think it should be called wouldn't fit
there.

Again with that I'll try and have some ideas for you when i send what i can
compile with the rest of the stuff. You will prob haveto do a lot with the
more currect militay items/improvements since i know more about the older
military battling systems.

I don't see why we have to confine ourselves to integers. If you have, say,
32% one turn and you research a little, you get 32.17% the next turn. If
you then put a huge investment into the tech, you can raise it to 33.59% by
the next turn. The percentages are recalculated every turn and an exact
value dispayed.

That's fine, but we still have to have an end point i mean otherwise we
could end up with an intiger that never ends (6.66666...). Also if we do
use intigers we might want to do a little more tweaking with the model later
on. FE having a requirement at 29.3 or something. Again don't worry right
now that's for play testing.

well for coding thats fine, but it needs a better name for the user
interface
---
I knew that all along. But the name should tell exactly what it is.

And "Construction Materials" doesn't how? I know you mentioned the fact
that this doesn't include metal constuction materials (as well as wood) but
can you think of a better name?

What's wrong with that? The steam engine was running factories before it
powered railroads. Electric turbines were around before cars.
As a general strategy, we can set the timing of things by setting the
prerequisite percentage. Something that needs Metalworking 30% will
probably come before something that needs Metalworking 50%. But if the
players do not need to research the 30% thing, then they don't have to. We
may see that in our history the 50% thing developed as a result of the 30%
thing, but it did not have to be that way. At the most basic level, it was
the result of societal need and the ability to make it. The players choose
the need, and the tech tree provides the basic tools. I don't want to lock
people too tightly in our history. They should be able to choose their own
technological destiny, within reason. That is one reason I want to keep the
tech tree loose and flexible.
---
Again, the barriers of language come into play *O* I thought u meant
portable as in the laptop computer vs a desktop computer.

Oh! I forgot you don't have gunpowder in there that i could see, unless its
in the military part which it shouldn't be atleast to begin with since its
first uses were for fireworks.
---
That one was another one I left out intentionally. Any use of explosives
can be traced directly back to your Chemistry level. It is not entirely
accurate, but it works.

Yes, yes. But gunpowder is a major discovery, not up there with agriculture
or the wheel, but definatly moreso than something like copper working and
many others.

Richard Bruns
Prince
NC, USA
Nov 1999
posted February 01, 2000 18:27   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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First off before I reply to your other questions I seen nothing i medicine
that reflects the eastern or native american approach to this basic tech:
***
Medicine
Medicines, Surgery, Vaccine, Artificial Limb
0%-No Prerequisite-10%-Biology(*10%)-80%-Genetics(*80%)-100%
0%-Biology-100%
Higher levels make people live longer and be healthier and happier
***
Is this a mistake, intentional or are you modeling some other way? The
reason is, is because if we are going to have this non-biased to one
cultural type or another as much as humanly possible, which is one thing I
won't comprime on, this represnts mainly a western philosophy.
---
I don't understand how this is biased. You can get up to 10% with no biology knowledge at all; this represents herbal cures and trial and error. After that you have to have some basic biology knowledge to heal people. If I left something out, it was because I don't know about it. Was there some helper tech I forgot? I don't want to leave anyone out; I just don't know what I am leaving out.
---
I have no argument with that last statement and i fact think it should,
again the exact percentages/techs may vary. In general if you can think of
something that isn't a tech advancement or social advancement but is
important, it prob belongs in this category. FE automobiles do, but
automotive technology or whatever u think it should be called wouldn't fit
there.
---
Automobiles are simply a big jump in the Land Transport Devices technology. The percentage of this tech affects the mobility of your people.
---
Again with that I'll try and have some ideas for you when i send what i can
compile with the rest of the stuff. You will prob haveto do a lot with the
more currect militay items/improvements since i know more about the older
military battling systems.
---
OK
---
That's fine, but we still have to have an end point i mean otherwise we
could end up with an intiger that never ends (6.66666...). Also if we do
use intigers we might want to do a little more tweaking with the model later
on. FE having a requirement at 29.3 or something. Again don't worry right
now that's for play testing.
---
I was thinking two decimal places for the cutoff (6.67) But there could also be programming concerns. Different variable definitions allow you do do different things and take up different amounts of memory. So a programmer will have to give their input on this.
---
And "Construction Materials" doesn't how? I know you mentioned the fact
that this doesn't include metal constuction materials (as well as wood) but
can you think of a better name?
---
When I think of construction materials I think of wood, brick, and steel. Someone might put a lot of effort into Construction Materials trying to get skyscrapers, and then wonder why they can't build them. Skyscrapers require an entirely different construction material than the one this tech involves. And besides, the primary use of these things will be paving roads.
---
Yes, yes. But gunpowder is a major discovery, not up there with agriculture
or the wheel, but definatly moreso than something like copper working and
many others.
---
In my model, Copper Working is one small part of Metalworking. Likewise, Gunpowder is a small part of Chemistry. At about Chemistry 20%, the player discovers gunpowder.

I think that one of your concerns with my model is that it is not specific enough about applications. And you do have a good point. I have an idea that might address your concerns without much more complexity.

We add a few "Application Techs." These are not part of the tree and are completely independent of other techs. They might even use a different RP pool. These Application Techs deal with the way that the basic techs are used. For example, consider Military Applications. This tech is required to build military items. If you don't research it, you don't get military applications even if you have the proper percentage of the basic tech. All applications get a new prerequisite, such as:
Crossbow: Mechanical Engineering *25%, Military Applications 30%
Musket: Chemistry *30%, Metalworking *30%, Military Applications 40%
If you don't go for miltary applications, you can research more civilian applications and improve your economy, like the Chinese did. They never got guns because they didn't focus on military applications like the Europeans did.

This is just an idea. What do you think?

Richard Bruns
Prince
NC, USA
Nov 1999
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> First off before I reply to your other questions I seen nothing i medicine
> that reflects the eastern or native american approach to this basic tech:
> ***
> Medicine
> Medicines, Surgery, Vaccine, Artificial Limb
> 0%-No Prerequisite-10%-Biology(*10%)-80%-Genetics(*80%)-100%
> 0%-Biology-100%
> Higher levels make people live longer and be healthier and happier
> ***
> Is this a mistake, intentional or are you modeling some other way? The
> reason is, is because if we are going to have this non-biased to one
> cultural type or another as much as humanly possible, which is one thing I
> won't comprime on, this represnts mainly a western philosophy.
> ---
> I don't understand how this is biased. You can get up to 10% with no
> biology knowledge at all; this represents herbal cures and trial and
error.
> After that you have to have some basic biology knowledge to heal people.
If
> I left something out, it was because I don't know about it. Was there
some
> helper tech I forgot? I don't want to leave anyone out; I just don't know
> what I am leaving out.

In the beginning its not, but it doesn't include the "alternative" methods
most of the "western" mdeical field considers primitive which with now that
research has been done has a lot more credibility to it than once thought by
most of the western scientific community.

I'll reply with the rest later

--- New Mail ---

> That's fine, but we still have to have an end point i mean otherwise we
> could end up with an intiger that never ends (6.66666...). Also if we do
> use intigers we might want to do a little more tweaking with the model
later
> on. FE having a requirement at 29.3 or something. Again don't worry
right
> now that's for play testing.
> ---
> I was thinking two decimal places for the cutoff (6.67) But there could
> also be programming concerns. Different variable definitions allow you do
> do different things and take up different amounts of memory. So a
> programmer will have to give their input on this.

The amount of memory shouldn't be too much if we tell it to store it at a
max of 2 decimal places.

> And "Construction Materials" doesn't how? I know you mentioned the fact
> that this doesn't include metal constuction materials (as well as wood)
but
> can you think of a better name?
> ---
> When I think of construction materials I think of wood, brick, and steel.
> Someone might put a lot of effort into Construction Materials trying to
get
> skyscrapers, and then wonder why they can't build them. Skyscrapers
require
> an entirely different construction material than the one this tech
involves.
> And besides, the primary use of these things will be paving roads.

Well do u have a better name? I would say masonry, but i really don't think
so.

> We add a few "Application Techs." These are not part of the tree and are
> completely independent of other techs. They might even use a different RP
> pool. These Application Techs deal with the way that the basic techs are
> used. For example, consider Military Applications. This tech is required
> to build military items. If you don't research it, you don't get military
> applications even if you have the proper percentage of the basic tech.
All
> applications get a new prerequisite, such as:
> Crossbow: Mechanical Engineering *25%, Military Applications 30%
> Musket: Chemistry *30%, Metalworking *30%, Military Applications 40%
> If you don't go for miltary applications, you can research more civilian
> applications and improve your economy, like the Chinese did. They never
got
> guns because they didn't focus on military applications like the Europeans
> did.

I had a slightly diff idea, but it may be able to be incorperated somehow
with mine. Each item, tech, improv whatever has the basic tech min prereq.
However just because you meet them doesn't mean u automatically learn them.
FE the Native Americans had enough mechanical knowledge to create the wheel,
but outside of children's toys they didn't impliment it because it didn't
help them. The Chinese are even more famous for things like this. They
were actually the first to invent the car, but because no one cared or had
any use for it and also because they didn't keep records like western
scientist did, they aren't credited with it. Thus they would have met the
prereqistes in both cases, but the culture didn't have need of it for some
reason or another so in order to be "discovered" there must be a demand of
some sort. This will have to be worked out carefully with the
social/cultural model as well as other models such as geography, military,
etc.

Anyway how could this tie in with your idea? Well instead of adding yet
another type of tech the items, improvements, basic a techs, specific techs,
social techs, etc all will be affected by the cultural parameters, instead
of just the basic techs. In order to get certain things the first and most
important requirement is that u have the minimum requirements for whatever
is ness. Assuming u have met these requirements a check is then made on the
appropriate cultural parameters to see if it can be "discovered" (ie
discovered and socially accepted). I have several ideas of how to do this.
Assuming it does fail, it is checked again next turn, starting over again
(ie making sure the min prereqs are still in place). Each percentage (or
perhaps any amount above even .01%) will aid in its chance of discovery.
However it must still pass the cultural parameter test which would have
min/max type parameters set so that even if something exceeds the min
prereqs by a whole lot it still can't be socially accepted and so no one
will "discover" it.

Finally we'll haveto figure out if items/improvements should be implimented
immediatly on discovery of the appropriate techs like in civ2 or they
themselves have certain levels above and beyond those techs (in add to the
cultural parameters).

Richard Bruns
Prince
NC, USA
Nov 1999
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In the beginning its not, but it doesn't include the "alternative" methods
most of the "western" mdeical field considers primitive which with now that
research has been done has a lot more credibility to it than once thought by
most of the western scientific community.
---
I assume you are talking about things like acupuncture. In my model the player does not even see anything like that anyway. Medicine simply raises and the people are healthier. It does not matter if the raise comes from acupuncture or a new drug or surgical technique. I believe that the player will simply not get involved in the level of detail you are talking about. The only thing that will really matter is the end results.
I never meant for the examples I gave to be a complete list of the total knowledge you have at the end of the tree. Any specific thing like this can be included in a list of things you have discovered, but I don't see how the basic tech model itself needs to be changed.

--- New Mail ---

Well do u have a better name? I would say masonry, but i really don't think
so.
---
Masonry and Cement?
---
I had a slightly diff idea, but it may be able to be incorperated somehow
with mine. Each item, tech, improv whatever has the basic tech min prereq.
However just because you meet them doesn't mean u automatically learn them.
FE the Native Americans had enough mechanical knowledge to create the wheel,
but outside of children's toys they didn't impliment it because it didn't
help them. The Chinese are even more famous for things like this. They
were actually the first to invent the car, but because no one cared or had
any use for it and also because they didn't keep records like western
scientist did, they aren't credited with it. Thus they would have met the
prereqistes in both cases, but the culture didn't have need of it for some
reason or another so in order to be "discovered" there must be a demand of
some sort.
---
So basically they didn't have the application tech at a high enough level.
---
This will have to be worked out carefully with the
social/cultural model as well as other models such as geography, military,
etc.

Anyway how could this tie in with your idea? Well instead of adding yet
another type of tech the items, improvements, basic a techs, specific techs,
social techs, etc all will be affected by the cultural parameters, instead
of just the basic techs. In order to get certain things the first and most
important requirement is that u have the minimum requirements for whatever
is ness. Assuming u have met these requirements a check is then made on the
appropriate cultural parameters to see if it can be "discovered" (ie
discovered and socially accepted). I have several ideas of how to do this.
Assuming it does fail, it is checked again next turn, starting over again
(ie making sure the min prereqs are still in place). Each percentage (or
perhaps any amount above even .01%) will aid in its chance of discovery.
However it must still pass the cultural parameter test which would have
min/max type parameters set so that even if something exceeds the min
prereqs by a whole lot it still can't be socially accepted and so no one
will "discover" it.
---
Really good in theory, but there might be a gameplay problem. What if a player really wants something but for some reason the cultural parameters don't allow the tech to be built? The player will be really frustrated. I have visions of people blasting the game because they researched to get a tech and it was unavailable for a reason they can't understand.

My idea would allow the player themselves to set the cultural standards. If they don't care about economic or civilian applications and need a way to fend off a horde of barbarians, then they can put a lot into Military Applications. This way they get what they need.

I think it wouldn't be too complex to give everything a tech prerequisite and an applications prerequisite. That way the thing comes when there is both technological ability and need, as defined by player priorities.

But the social model is not ignored. If your people believe you are researching too much or too little of some application, they will tell you. Their desires are made known and there are consequences for doing something they don't like, but you have the authority to do things anyway. This way the player interacts with the people and hears their concerns, instead of being unexpectedly denied something they want.
---
Finally we'll haveto figure out if items/improvements should be implimented
immediatly on discovery of the appropriate techs like in civ2 or they
themselves have certain levels above and beyond those techs (in add to the
cultural parameters).
---
Obviously you have to physically produce some things, so the economic model determines what something costs in monetary terms. But I think that the proper tech and application level should automatically give you the option to make or do something. I really think it would be unrealistic and bad for gameplay to have to research every little thing individually.

Richard Bruns
Prince
NC, USA
Nov 1999
posted February 01, 2000 18:31   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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> Well do u have a better name? I would say masonry, but i really don't
think
> so.
> ---
> Masonry and Cement?

Like i said it didn't sound exactly right.

> Really good in theory, but there might be a gameplay problem. What if a
> player really wants something but for some reason the cultural parameters
> don't allow the tech to be built? The player will be really frustrated.
I
> have visions of people blasting the game because they researched to get a
> tech and it was unavailable for a reason they can't understand.
>
> My idea would allow the player themselves to set the cultural standards.
If
> they don't care about economic or civilian applications and need a way to
> fend off a horde of barbarians, then they can put a lot into Military
> Applications. This way they get what they need.

As far as some things go, the levels set will usually be quite generous.
And remember culture isn't static. If hordes of barbarians are raiding and
doing damage the culture will change to allow u to gain access to that new
tech rather quickly if u couldn't before.

> I think it wouldn't be too complex to give everything a tech prerequisite
> and an applications prerequisite. That way the thing comes when there is
> both technological ability and need, as defined by player priorities.

Not everything will. Pottery really wouldn't need one because almost every
culture in existance uses pottery. Its what u might consider a "universally
practical" invention. There are others also. However simply allowing
things to be obtained instantly because u've simply met the prereqs isn't
historically accuracte to any extent. Your right that the player should
have control, but he can create the greatest gadgets, but if no one wants
them, he wouldn't be able to use them and thus like the chinese automobile
it will be forgotten and really not matter.

> But the social model is not ignored. If your people believe you are
> researching too much or too little of some application, they will tell
you.
> Their desires are made known and there are consequences for doing
something
> they don't like, but you have the authority to do things anyway. This way
> the player interacts with the people and hears their concerns, instead of
> being unexpectedly denied something they want.

Yes, yes we all want something ^_^, but that doesn't mean we always get what
we want and the player shouldn't be any differnt. As this would be
concerned, unless if had direct military apllications that were ness for the
civs survival (which was discussed earlier on some of the tech threads for
speeding up some techs), he would have hard time finding the scientist
willing to do the work. Also what good would it do for him to create
refrigeration FE if no one wanted it? Again like in China, it would be lost
within a few years and the research would have to be redone.

Now to keep the player from thinking there's tons of bugs in his game
because he can't figure out why his discovery he was looking foward to so
much wasn't "discovered" we could put a message stating something like "Sir,
we discovered..., but do to fierce resistance/lack of support among the
general populous (or target population), further investment at this time
will only result in loss of money with no gain."

> Obviously you have to physically produce some things, so the economic
model
> determines what something costs in monetary terms. But I think that the
> proper tech and application level should automatically give you the option
> to make or do something. I really think it would be unrealistic and bad
for
> gameplay to have to research every little thing individually.

OK, but then these would have to then have to have cultural modifiers and
reguardless of the players wishes not be able to be produced if they fail
the cultural test because otherwise then the player would 99% of the time
say everything that i can produce cuz of my tech level i want to,
reguardless of what my pop thinks. There can be loopholes for mercantile
reasons, but the player must know of places wanting the suff.

I assume you are talking about things like acupuncture. In my model the
player does not even see anything like that anyway. Medicine simply raises
and the people are healthier. It does not matter if the raise comes from
acupuncture or a new drug or surgical technique. I believe that the player
will simply not get involved in the level of detail you are talking about.
The only thing that will really matter is the end results.
I never meant for the examples I gave to be a complete list of the total
knowledge you have at the end of the tree. Any specific thing like this can
be included in a list of things you have discovered, but I don't see how the
basic tech model itself needs to be changed.
---
OK i understand now, but the upper part relies on genetics and the thing is
that higher level of most eastern medicine relies more on "balancing ones
self" reguardless of genetics. Not to say that genetics doesn't have affect
on medicine, but in this model as far as the very high levels is concerned
there would be no way to adequetly represent the bridge of western and
eastern type medicines seen today since "genetics" is key to gaining really
high levels. If u can explain how that is solved in ur model the way it is,
ill be content.

Also I'be started redoing the models now that i got the input from u. I've
changed some that i haven't discussed with u for various reasons, usually
making it simpler.

Richard Bruns
Prince
NC, USA
Nov 1999
posted February 01, 2000 18:33   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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Not everything will. Pottery really wouldn't need one because almost every
culture in existance uses pottery. Its what u might consider a "universally
practical" invention. There are others also. However simply allowing
things to be obtained instantly because u've simply met the prereqs isn't
historically accuracte to any extent.
---
A tech like Mechanical Engineering is not just a set of theories and equations. That tech is also meant to represent experementation, trials, prototypes, and the study of potential applications. So by Mechanical Engineering 50% your people have already drawn plans for a new type of machinery, built a prototype of that device, and figured out what it could be good for. Then and only then do you get the message that some new thing is available. The practical part of things is already included in all of the techs. They are not just academic disciplines; they also represent the completed and tested plans for doing things.
---
Your right that the player should
have control, but he can create the greatest gadgets, but if no one wants
them, he wouldn't be able to use them and thus like the chinese automobile
it will be forgotten and really not matter.

Yes, yes we all want something ^_^, but that doesn't mean we always get what
we want and the player shouldn't be any differnt. As this would be
concerned, unless if had direct military apllications that were ness for the
civs survival (which was discussed earlier on some of the tech threads for
speeding up some techs), he would have hard time finding the scientist
willing to do the work. Also what good would it do for him to create
refrigeration FE if no one wanted it? Again like in China, it would be lost
within a few years and the research would have to be redone.
Now to keep the player from thinking there's tons of bugs in his game
because he can't figure out why his discovery he was looking foward to so
much wasn't "discovered" we could put a message stating something like "Sir,
we discovered..., but do to fierce resistance/lack of support among the
general populous (or target population), further investment at this time
will only result in loss of money with no gain."

OK, but then these would have to then have to have cultural modifiers and
reguardless of the players wishes not be able to be produced if they fail
the cultural test because otherwise then the player would 99% of the time
say everything that i can produce cuz of my tech level i want to,
reguardless of what my pop thinks. There can be loopholes for mercantile
reasons, but the player must know of places wanting the suff.
---
This depends on the government type. In most governments throughout history, the government did whatever it felt like regardless of the wishes of the population. In a democracy your people have more power and the scenario you describe would happen. But historically democracy is rare and unusual.
Consider Peter 'the Great' and Stalin. Each one of them made it their goal to modernize Russia. They built new factories and infrastructure, changed social institutions, and introduced new technology. In short, they did whatever they felt like and anyone who didn't like it was crushed. They had to put up with social unrest, but it was a problem they could deal with. Unless a player chooses a government type like democracy, they should have the historical power to control their nation.
As for China, the techs there did not get implemented because the rulers of the country did not put effort into finding ways to implement them. China was rigidly controlled by the government, so if the government wanted to do something it would have been done. I am assuming that the player represents the government or something similar, so they would have this kind of power. In history it was not done, but that does not mean it could have been done.
I think you are overestimating the power of the people. For most of history, in almost every part of the world, all of the people were basically slaves to the government. They could riot or fight the government, but they could not instantly block something the government wanted to do. In a democracy the player will expect these kinds of situations, but if they are running monarchy or totalinarianism they will expect to have the historical power to control the country.
---
OK i understand now, but the upper part relies on genetics and the thing is
that higher level of most eastern medicine relies more on "balancing ones
self" reguardless of genetics. Not to say that genetics doesn't have affect
on medicine, but in this model as far as the very high levels is concerned
there would be no way to adequetly represent the bridge of western and
eastern type medicines seen today since "genetics" is key to gaining really
high levels. If u can explain how that is solved in ur model the way it is,
ill be content.
---
I could add Psychology as a helper tech. Would that do the job?

Richard Bruns
Prince
NC, USA
Nov 1999
posted February 01, 2000 18:34   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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> A tech like Mechanical Engineering is not just a set of theories and
> equations. That tech is also meant to represent experementation, trials,
> prototypes, and the study of potential applications. So by Mechanical
> Engineering 50% your people have already drawn plans for a new type of
> machinery, built a prototype of that device, and figured out what it could
> be good for. Then and only then do you get the message that some new
thing
> is available. The practical part of things is already included in all of
> the techs. They are not just academic disciplines; they also represent
the
> completed and tested plans for doing things.

What I meant was that all techs have some level of use, however the
usefulness can vary from place to place for a lot of things.

> This depends on the government type. In most governments throughout
> history, the government did whatever it felt like regardless of the wishes
> of the population. In a democracy your people have more power and the
> scenario you describe would happen. But historically democracy is rare
and
> unusual.
> Consider Peter 'the Great' and Stalin. Each one of them made it
> their goal to modernize Russia. They built new factories and
> infrastructure, changed social institutions, and introduced new
technology.
> In short, they did whatever they felt like and anyone who didn't like it
was
> crushed. They had to put up with social unrest, but it was a problem they
> could deal with. Unless a player chooses a government type like
democracy,
> they should have the historical power to control their nation.
> As for China, the techs there did not get implemented because the
> rulers of the country did not put effort into finding ways to implement
> them. China was rigidly controlled by the government, so if the
government
> wanted to do something it would have been done. I am assuming that the
> player represents the government or something similar, so they would have
> this kind of power. In history it was not done, but that does not mean it
> could have been done.
> I think you are overestimating the power of the people. For most of
> history, in almost every part of the world, all of the people were
basically
> slaves to the government. They could riot or fight the government, but
they
> could not instantly block something the government wanted to do. In a
> democracy the player will expect these kinds of situations, but if they
are
> running monarchy or totalinarianism they will expect to have the
historical
> power to control the country.

Well once again I said there would be large enough to do what u wanted.
However if the people in Russia really didn't want Russia modernized a
little more so than what they were it prob couldn't have been done and in
any event that still doesn't mean they should get it as soon as the gain the
very minimum prereqs, because once again this is really historically
inaccuracte.
Also if did not impliment it that way and the player always got it when they
had the base minimums then if the next turn it went below those minimums
there should be a signifigant chance they loose that tech because they no
longer would have the ness prereqs. However, the other way i want to
impliment it, where it goes up as u get higher on all prereqs and such there
is a greater chance of learning it. Thus even if they did manage to drop
below we wouldn't have quite a much reason to have the players suddenly
"loose" the techs, but have the chance go up a little slower. This would
help incorperate game balance then.

> OK i understand now, but the upper part relies on genetics and the thing
is
> that higher level of most eastern medicine relies more on "balancing ones
> self" reguardless of genetics. Not to say that genetics doesn't have
affect
> on medicine, but in this model as far as the very high levels is concerned
> there would be no way to adequetly represent the bridge of western and
> eastern type medicines seen today since "genetics" is key to gaining
really
> high levels. If u can explain how that is solved in ur model the way it
is,
> ill be content.
> ---
> I could add Psychology as a helper tech. Would that do the job?

Ok that would prob work.

Richard Bruns
Prince
NC, USA
Nov 1999
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What I meant was that all techs have some level of use, however the
usefulness can vary from place to place for a lot of things.
---
My idea was to have that level of usefulness be represented by a value; the level of your Application techs. These techs determine your ability to use what you found by being a prerequisite for things. Your ability to research application techs would be influenced by the wishes of your people, so if they didn't want war it would be harder to research Military Applications.
---
Well once again I said there would be large enough to do what u wanted.
--
I have no idea what this means.
---
However if the people in Russia really didn't want Russia modernized a
little more so than what they were it prob couldn't have been done
---
What exactly could they have done to stop it? It wasn't at all voluntary in history. Both of these rulers faced intense internal discontent and they were able to squash it. In my model, when you have a totalitarian government you always have the option of doing something but you are told if people will hate it. If you do it anyway you will face civil disorder and will have do deal with all of the problems that will cause. The social model is still important, but historically governments have been able to use martial law to do whatever they wanted to.
---
and in
any event that still doesn't mean they should get it as soon as the gain the
very minimum prereqs, because once again this is really historically
inaccuracte.
---
If my engineers have designed a steam engine, built and tested a prototype, and told me how to use it, then how is it inaccurate for me to start building them? The research and design process is included in all of the techs.
---
Also if did not impliment it that way and the player always got it when they
had the base minimums then if the next turn it went below those minimums
there should be a signifigant chance they loose that tech because they no
longer would have the ness prereqs.
---
If their tech falls to below the prerequisites of something, then they get a message like, "We no longer know how to make/use XYZ. If we researched more into ABC, then we would able to make/use this item again." At that point, all things that you owned that needed that tech would become idle and start to decay. Once you rediscovered the necessary techs, you would gain access to the things again if they had not decayed too much.
---
However, the other way i want to
impliment it, where it goes up as u get higher on all prereqs and such there
is a greater chance of learning it.
---
I don't understand this. What is 'it'?
---
Thus even if they did manage to drop
below we wouldn't have quite a much reason to have the players suddenly
"loose" the techs, but have the chance go up a little slower. This would
help incorperate game balance then.
---
So if I lost all knowledge of flight, then the only result would be that the quality of my new jet fighters would only increase at a slower rate? That makes no sense. I must be reading this wrong.

Richard Bruns
Prince
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Nov 1999
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> If my engineers have designed a steam engine, built and tested a
prototype,
> and told me how to use it, then how is it inaccurate for me to start
> building them? The research and design process is included in all of the
> techs.
> ---
The thing is though they might not have done that. The basic tech chart
doesn't represent them working toward specific inventions, but rather to
general improvements. It is through these improvements that new
technologies are discovered. In order to represent what was stated in your
last paragraph we'd have to use another type of model because they aren't
just working on the "steam engine" or whatever, they are working on
everything possible to improve there understanding of technology.

> Also if did not impliment it that way and the player always got it when
they
> had the base minimums then if the next turn it went below those minimums
> there should be a signifigant chance they loose that tech because they no
> longer would have the ness prereqs.
> ---
> If their tech falls to below the prerequisites of something, then they get
a
> message like, "We no longer know how to make/use XYZ. If we researched
more
> into ABC, then we would able to make/use this item again." At that point,
> all things that you owned that needed that tech would become idle and
start
> to decay. Once you rediscovered the necessary techs, you would gain
access
> to the things again if they had not decayed too much.
> ---

That's what I mean which is also historically inaccuracte and the way i
propose would solve this while keeping game balance. It may take a lot of
skill and knowledge to create gunpowder, but once the hard work is done the
formula can be written down for anyone to look at and all they would need to
do is follow the formula. Now over time it is usually lost, distorted, etc.
so the ability to use this method forever wouldn't work, but would allow for
several % points to drop before it couldn't be done, again this would have a
chance off losing it each turn slowly getting higher till it was guaranteed
to be lost.

> However, the other way i want to
> impliment it, where it goes up as u get higher on all prereqs and such
there
> is a greater chance of learning it.
> ---
> I don't understand this. What is 'it'?
> ---
> Thus even if they did manage to drop
> below we wouldn't have quite a much reason to have the players suddenly
> "loose" the techs, but have the chance go up a little slower. This would
> help incorperate game balance then.
> ---
> So if I lost all knowledge of flight, then the only result would be that
the
> quality of my new jet fighters would only increase at a slower rate?
That
> makes no sense. I must be reading this wrong.

Not all. If u lost all knowledge on flight you could no longer fly. But if
you lost a little bit u could still fly your jets and keep them repaired
(somewhat), but not build new ones. Eventually if u don't continue to put
research back in, the repairs will do less and less, however use same amount
of resources till repairing does nothing at all. The quality of your pilots
shouldn't change too much so long as u can fly other planes however.

Richard Bruns
Prince
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Nov 1999
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The thing is though they might not have done that. The basic tech chart
doesn't represent them working toward specific inventions, but rather to
general improvements. It is through these improvements that new
technologies are discovered. In order to represent what was stated in your
last paragraph we'd have to use another type of model because they aren't
just working on the "steam engine" or whatever, they are working on
everything possible to improve there understanding of technology.
---
I designed the entire system around the assumption that the basic tech chart does represent your people working toward specific inventions as well as the general application. They are working on all possible ways to improve the technology, which includes many potential applications.
Remember that your research is not being done in only one lab. It is the combined effort of hundreds or thousands of people in your civ. Each one of them is working on something specific within the scope of that technology, and their combined efforts raise the general tech level and also create specific applications. So the tech level prerequisite already includes a working prototype.
---
That's what I mean which is also historically inaccuracte and the way i
propose would solve this while keeping game balance. It may take a lot of
skill and knowledge to create gunpowder, but once the hard work is done the
formula can be written down for anyone to look at and all they would need to
do is follow the formula. Now over time it is usually lost, distorted, etc.
so the ability to use this method forever wouldn't work, but would allow for
several % points to drop before it couldn't be done, again this would have a
chance off losing it each turn slowly getting higher till it was guaranteed
to be lost.

Not all. If u lost all knowledge on flight you could no longer fly. But if
you lost a little bit u could still fly your jets and keep them repaired
(somewhat), but not build new ones. Eventually if u don't continue to put
research back in, the repairs will do less and less, however use same amount
of resources till repairing does nothing at all. The quality of your pilots
shouldn't change too much so long as u can fly other planes however.
---
It seems that you want to attach a percentage to each individual application. When you discover the thing it is at 100% so you can use it normally. If you let the tech levels slide, the percentage of the application falls steadily so your ability to use the thing declines until it hits zero at which time you cannot use it at all. If the tech levels then rise again, the percentage goes back to 100. This would be reasonable and workable, as long as the player cannot directly influence these percentages. If the player has to micromanage hundreds of application percentages like these, the game will get so tedious it will be unplayable.

Richard Bruns
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Nov 1999
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> The thing is though they might not have done that. The basic tech chart
> doesn't represent them working toward specific inventions, but rather to
> general improvements. It is through these improvements that new
> technologies are discovered. In order to represent what was stated in
your
> last paragraph we'd have to use another type of model because they aren't
> just working on the "steam engine" or whatever, they are working on
> everything possible to improve there understanding of technology.
> ---
> I designed the entire system around the assumption that the basic tech
chart
> does represent your people working toward specific inventions as well as
the
> general application. They are working on all possible ways to improve the
> technology, which includes many potential applications.
> Remember that your research is not being done in only one lab. It is the
> combined effort of hundreds or thousands of people in your civ. Each one
of
> them is working on something specific within the scope of that
technology,
> and their combined efforts raise the general tech level and also create
> specific applications. So the tech level prerequisite already includes a
> working prototype.

The thing is most people throughout history had no idea to what they were
working toward exactly so this IMO is completely wrong, however, if u feel
that stongly about it then I can ask the question to everyone in the forum
and see what they think. And ur point about the many labs goes ahead and
also simply increases the resoning for my argument because each lab, though
coordinated with others perhaps, will be attempting to learn things
individually. The player may know when approx they'll reach each tech, but
in order to simulate history more accuratly we need to have this or
something equally as good.

> That's what I mean which is also historically inaccuracte and the way i
> propose would solve this while keeping game balance. It may take a lot of
> skill and knowledge to create gunpowder, but once the hard work is done
the
> formula can be written down for anyone to look at and all they would need
to
> do is follow the formula. Now over time it is usually lost, distorted,
etc.
> so the ability to use this method forever wouldn't work, but would allow
for
> several % points to drop before it couldn't be done, again this would have
a
> chance off losing it each turn slowly getting higher till it was
guaranteed
> to be lost.
>
> Not all. If u lost all knowledge on flight you could no longer fly. But
if
> you lost a little bit u could still fly your jets and keep them repaired
> (somewhat), but not build new ones. Eventually if u don't continue to put
> research back in, the repairs will do less and less, however use same
amount
> of resources till repairing does nothing at all. The quality of your
pilots
> shouldn't change too much so long as u can fly other planes however.
> ---
> It seems that you want to attach a percentage to each individual
> application. When you discover the thing it is at 100% so you can use it
> normally. If you let the tech levels slide, the percentage of the
> application falls steadily so your ability to use the thing declines until
> it hits zero at which time you cannot use it at all. If the tech levels
> then rise again, the percentage goes back to 100. This would be
reasonable
> and workable, as long as the player cannot directly influence these
> percentages. If the player has to micromanage hundreds of application
> percentages like these, the game will get so tedious it will be
unplayable.

Something like that. First off it would only begin to slide once it went
below the min prereq. The thing that would be differnt would be if it ever
reached zero, it would have to be relearned because the knowledge is
considered "lost" similar to what i said about the Chinese and the
automobile.

Richard Bruns
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The thing is most people throughout history had no idea to what they were
working toward exactly so this IMO is completely wrong, however, if u feel
that stongly about it then I can ask the question to everyone in the forum
and see what they think.
---
They don't have to know what they are working toward. Each percentage point of a tech represents investigation into many random things, anything from trying new crop plants to tinkering with machinery to figuring out the equations that govern pendulum movement. It is the accumulation of these random investigations that increase your civ's technical knowledge. And after a while, these investigations lead to something useful. Isaac Newton said that he could see things better because he was standing on the shoulders of giants. None of these early thinkers, or 'giants', knew what Newton planned on doing and indeed they might not have seen any practical use for their work. But their investigations increased the tech level, leading to useful things.
---
And ur point about the many labs goes ahead and
also simply increases the resoning for my argument because each lab, though
coordinated with others perhaps, will be attempting to learn things
individually. The player may know when approx they'll reach each tech, but
in order to simulate history more accuratly we need to have this or
something equally as good.
---
I hope that the player will not have to micromanage every lab. I thought there would be one control box where you allocate some percentage of your total RP pool to every tech. With this in mind, I tried to use the minimum number to techs. If they have to choose between more than two dozen techs at the same time, it will get very confusing. In my mind the RP pool represents the total creative capacity of your civ, everything from inventors in garages to professors at a public university to business people trtying new things in a factory or workshop. It is impossible to manage all of this directly, so you have to treat it as a lump sum.
I designed my model around this assumption and the assumption that the basic techs included practical experimentation and prototypes. If my understanding of the game mechanics was flawed or you deny those assumptions, then all of my efforts on the tech model were wasted.
---
Something like that. First off it would only begin to slide once it went
below the min prereq. The thing that would be differnt would be if it ever
reached zero, it would have to be relearned because the knowledge is
considered "lost" similar to what i said about the Chinese and the
automobile.
---
Sounds good.
Richard Bruns
Prince
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Nov 1999
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> They don't have to know what they are working toward. Each
> percentage point of a tech represents investigation into many random
things,
> anything from trying new crop plants to tinkering with machinery to
figuring
> out the equations that govern pendulum movement. It is the accumulation
of
> these random investigations that increase your civ's technical knowledge.
> And after a while, these investigations lead to something useful. Isaac
> Newton said that he could see things better because he was standing on the
> shoulders of giants. None of these early thinkers, or 'giants', knew what
> Newton planned on doing and indeed they might not have seen any practical
> use for their work. But their investigations increased the tech level,
> leading to useful things.

> I hope that the player will not have to micromanage every lab. I
> thought there would be one control box where you allocate some percentage
of
> your total RP pool to every tech. With this in mind, I tried to use the
> minimum number to techs. If they have to choose between more than two
dozen
> techs at the same time, it will get very confusing. In my mind the RP
pool
> represents the total creative capacity of your civ, everything from
> inventors in garages to professors at a public university to business
people
> trtying new things in a factory or workshop. It is impossible to manage
all
> of this directly, so you have to treat it as a lump sum.
> I designed my model around this assumption and the assumption that
> the basic techs included practical experimentation and prototypes. If my
> understanding of the game mechanics was flawed or you deny those
> assumptions, then all of my efforts on the tech model were wasted.
> ---
Here's where I differ. Its not in the theory that what the percentages
represent is practical experience or prototypes, but that that just because
u have certain level's of experience doesn't mean u will automatically have
all the understanding ness. to create an item. It means that u have a
chance. This increases the higher up u are. This represents more of
someone who redifines the way in which that aspect of technology (or the
social structure for social advances) is viewed. The way it is modeled now
without that in it there is no way to represent this aspect of the way
science advances, ie most scientist gradually expand the knowledge of what
they know which is already modeled using the percentages, however the
abiliuty that some great minds transcend and redefine the way in which
science is looked at can't be modeled like it is unless we use my idea. It
would show that even though u might have the knowledge u need a "great mind"
to help make sence of it enough for practical purposes, ie specific advances
like gunpowder.

> Something like that. First off it would only begin to slide once it went
> below the min prereq. The thing that would be differnt would be if it
ever
> reached zero, it would have to be relearned because the knowledge is
> considered "lost" similar to what i said about the Chinese and the
> automobile.
> ---
> Sounds good.

But i we use this idea we need to use the other idea of not ness gaining it
right away, ie having min prereq, but instead having certain % chance to
learn it which will rise as ur level rises till its 99%. Also some things
would still have to have cultural modifiers, such as the social advance
"Discovery of Chi"...i'm trying to find some equivalents for europe and
other places, but i doubt i will find one for europe/modern western world
since religion of the west stressed that man should control nature while the
east and native american religions stressed man should live in harmony with
nature.

Richard Bruns
Prince
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It seems like you want the following:

Crossbow 10% chance: Mechanical Engineering 16%
Crossbow 20% chance: Mechanical Engineering 17%
Crossbow 30% chance: Mechanical Engineering 18%
Crossbow 40% chance: Mechanical Engineering 19%
Crossbow 50% chance: Mechanical Engineering 20%
Crossbow 60% chance: Mechanical Engineering 21%
Crossbow 70% chance: Mechanical Engineering 22%
Crossbow 80% chance: Mechanical Engineering 23%
Crossbow 90% chance: Mechanical Engineering 24%
Crossbow 100% chance: Mechanical Engineering 25%

Whereas I prefer:
Crossbow 100% chance:
Mechanical Engineering 25%, Military Applications 30%

And as for culture, I think there should be no distinction between eastern and western on the tech tree. Instead of having to be in an eastern culture to discover Chi, you simply have to be at a certain level of philosophy and environmentalism.

Richard Bruns
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> It seems like you want the following:
>
> Crossbow 10% chance: Mechanical Engineering 16%
> Crossbow 20% chance: Mechanical Engineering 17%
> Crossbow 30% chance: Mechanical Engineering 18%
> Crossbow 40% chance: Mechanical Engineering 19%
> Crossbow 50% chance: Mechanical Engineering 20%
> Crossbow 60% chance: Mechanical Engineering 21%
> Crossbow 70% chance: Mechanical Engineering 22%
> Crossbow 80% chance: Mechanical Engineering 23%
> Crossbow 90% chance: Mechanical Engineering 24%
> Crossbow 100% chance: Mechanical Engineering 25%
>
> Whereas I prefer:
> Crossbow 100% chance:
> Mechanical Engineering 25%, Military Applications 30%

That's pretty much it, though the increase rate might differ.

> And as for culture, I think there should be no distinction between eastern
> and western on the tech tree. Instead of having to be in an eastern
culture
> to discover Chi, you simply have to be at a certain level of philosophy
and
> environmentalism.

I know what ur saying, but it has a lot to do with the religious type, not
just religious level also. I mean the us is definatly high enough on
enviormentalism and philosophy it would be except its philosophy has taken
another direction. If we go with ur idea we do another type of
discimination saying that 1 philosophy isn't as good as another (although i
agree with u that it should prob be higher than others, many might
disagree).

Richard Bruns
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That's pretty much it, though the increase rate might differ.
---
I would prefer to leave out the randomness and have the player only get the tech when it reaches the 100% mark. But there may be a compromise. Remember my first idea, the one about inventors that was eventually shot down for good reasons? Within a certain range, the chance of discovery would be dependant on the conditions I outlined in that proposal. So for a time, there is a chance that inventors will give you the thing. As the basic tech increases, there is a bigger chance that you get the thing, until you hit the 100% point at which time you will always get the thing. But the chance is not totally random. It is greatly influenced by social conditions. So if you have educated people and a good economy, you will have a much greater chance of getting things earlier. That reduces a lot of the randomness and I think it would work. Does it sound good?
---
I know what ur saying, but it has a lot to do with the religious type, not
just religious level also. I mean the us is definatly high enough on
enviormentalism and philosophy it would be except its philosophy has taken
another direction. If we go with ur idea we do another type of
discimination saying that 1 philosophy isn't as good as another (although i
agree with u that it should prob be higher than others, many might
disagree).
---
The US is developing a lot of the 'eastern' type thought. For example, in the home and garden section of the bookstore, you will find dozens of Feng Shui books. And as for the problem of one philosophy being higher than another, you are right. I would suggest that the player not direct philosophical stuff at all. I would like to see it be developed by your people without your influence. It would follow the conditions I outlined in my first tech proposal about inventors. I think philosophy should develop without player interference, so you get the feeling that your people are real and unique. But everyone else seems to want to order the people to think a certain way and tell them what philosophy to invent.
Richard Bruns
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> That's pretty much it, though the increase rate might differ.
> ---
> I would prefer to leave out the randomness and have the player only get
the
> tech when it reaches the 100% mark. But there may be a compromise.
> Remember my first idea, the one about inventors that was eventually shot
> down for good reasons? Within a certain range, the chance of discovery
> would be dependant on the conditions I outlined in that proposal. So for
a
> time, there is a chance that inventors will give you the thing. As the
> basic tech increases, there is a bigger chance that you get the thing,
until
> you hit the 100% point at which time you will always get the thing. But
the
> chance is not totally random. It is greatly influenced by social
> conditions. So if you have educated people and a good economy, you will
> have a much greater chance of getting things earlier. That reduces a lot
of
> the randomness and I think it would work. Does it sound good?

That particular scenerio might work, however it would be dependant upon the
current proposal for the character model (see the poles i am having put up
in a day or so). Also the diff in the way the model would work would be
that say 15% would be listed as the minimum prereq istead of 25 because that
way we could incorperate the reverse part of my model, the idea where just
because u go below the prereqs doesn't mean its automatically forgotten, but
more gradual.

> I know what ur saying, but it has a lot to do with the religious type, not
> just religious level also. I mean the us is definatly high enough on
> enviormentalism and philosophy it would be except its philosophy has taken
> another direction. If we go with ur idea we do another type of
> discimination saying that 1 philosophy isn't as good as another (although
i
> agree with u that it should prob be higher than others, many might
> disagree).
> ---
> The US is developing a lot of the 'eastern' type thought. For example, in

I agree 1000%

> the home and garden section of the bookstore, you will find dozens of Feng
> Shui books. And as for the problem of one philosophy being higher than
> another, you are right. I would suggest that the player not direct
> philosophical stuff at all. I would like to see it be developed by your
> people without your influence. It would follow the conditions I outlined
in
> my first tech proposal about inventors. I think philosophy should develop
> without player interference, so you get the feeling that your people are
> real and unique. But everyone else seems to want to order the people to
> think a certain way and tell them what philosophy to invent.

Yea i i agree with u there alot, but like u said most people don't. That
too could put up in a poling. I think though most people want to have some
influnce (the creators of the game that is). While i think completely
controling ur people's direction shouldn't be done, i think a comprimise
could be done, hopefully leaning toward the people themselves being
indepenant.

Richard Bruns
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That particular scenerio might work, however it would be dependant upon the
current proposal for the character model (see the poles i am having put up
in a day or so). Also the diff in the way the model would work would be
that say 15% would be listed as the minimum prereq istead of 25 because that
way we could incorperate the reverse part of my model, the idea where just
because u go below the prereqs doesn't mean its automatically forgotten, but
more gradual.
---
This will all have to be explained well in the game documentation (and the forum post) to avoid confusing people. But we seem to have worked out a good model.
One thing, however. As I review the model I notice that I have redundant techs. The Power Generation and Portable Power Generation techs really are not needed. Anything that uses them can just as easily go straight to the prerequisites I listed for those two techs. For example, a power plant simply relies on Mechanical Engineering and Chemistry.
---
Yea i i agree with u there alot, but like u said most people don't. That
too could put up in a poling. I think though most people want to have some
influnce (the creators of the game that is). While i think completely
controling ur people's direction shouldn't be done, i think a comprimise
could be done, hopefully leaning toward the people themselves being
indepenant.
---
We will just have to see what people think. But I think that people will agree to sims that are somewhat culturally autonomous. But for this to work, the cultural tech tree will have to be nonlinear. Any philosophical idea should be able to be discovered without he presence of any other. Just make societal prerequisites for everything, with other philosophies as soft prerequisites at most.

Do you want me to start writing the forum post for all of this?

Richard Bruns
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> This will all have to be explained well in the game documentation (and the
> forum post) to avoid confusing people. But we seem to have worked out a
> good model.
> One thing, however. As I review the model I notice that I have redundant
> techs. The Power Generation and Portable Power Generation techs really
are
> not needed. Anything that uses them can just as easily go straight to the
> prerequisites I listed for those two techs. For example, a power plant
> simply relies on Mechanical Engineering and Chemistry.
> ---
Yea i noticed. I'm trying to simplify these redudancies

> We will just have to see what people think. But I think that people will
> agree to sims that are somewhat culturally autonomous. But for this to
> work, the cultural tech tree will have to be nonlinear. Any philosophical
> idea should be able to be discovered without he presence of any other.
Just
> make societal prerequisites for everything, with other philosophies as
soft
> prerequisites at most.
>
> Do you want me to start writing the forum post for all of this?

Um not yet for the techs cuz I want to edit some stuff first.

Richard Bruns
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Yea i noticed. I'm trying to simplify these redudancies
---
What else have you found?
---
Um not yet for the techs cuz I want to edit some stuff first.
---
OK
Richard Bruns
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> Yea i noticed. I'm trying to simplify these redudancies
> ---
> What else have you found?

Offhand i know there really isn't a need for computational hardware once we
impliment the items/improv. The abacus and sliding ruler can be put in as
items or whatever for mathmatics and the other stuff cam just be used for
the types of computers produces. ie items. There were some others like
physics. There really is no need for 2 types of physics.

Richard Bruns
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Offhand i know there really isn't a need for computational hardware once we
impliment the items/improv. The abacus and sliding ruler can be put in as
items or whatever for mathmatics and the other stuff cam just be used for
the types of computers produces. ie items.
---
You are right.
---
There were some others like
physics. There really is no need for 2 types of physics.
---
I disagree here. The two types of Physics do very different things. EM Physics is really an entirely different field of study than Mechanics and 'Classical' Physics.
Richard Bruns
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> There were some others like
> physics. There really is no need for 2 types of physics.
> ---
> I disagree here. The two types of Physics do very different things. EM
> Physics is really an entirely different field of study than Mechanics and
> 'Classical' Physics.

The thing is though, they are still "physics." We could set a certain level
of progression where u need to know about EM part of physics or else u can't
go beyond that point.

Richard Bruns
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The thing is though, they are still "physics." We could set a certain level
of progression where u need to know about EM part of physics or else u can't
go beyond that point.
---
Ecology and Geology are far more similar than Mechanics and Electromagnetics. In fact, Chemistry and Biology are more closely related than Mechanics and Electromagnetics. The two are vastly different disciplines and you can't just lump them together.
Richard Bruns
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> The thing is though, they are still "physics." We could set a certain
level
> of progression where u need to know about EM part of physics or else u
can't
> go beyond that point.
> ---
> Ecology and Geology are far more similar than Mechanics and
> Electromagnetics. In fact, Chemistry and Biology are more closely related
> than Mechanics and Electromagnetics. The two are vastly different
> disciplines and you can't just lump them together.

I don't agree on the ecol/geology thing but if we use
mechanics/electromagnetcs, we shouldn't have subcatergories, ie physics
because then it could get too confusing for the player.

Also I'm wanting to know ur opinion on whether Achitecture and Roads should
be combined to Civil Engineeing or not. As far as i can tell there's as
many pros as there is cons.

Richard Bruns
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I don't agree on the ecol/geology thing but if we use
mechanics/electromagnetcs, we shouldn't have subcatergories, ie physics
because then it could get too confusing for the player.
---
You were right to split Ecology and Geology. For the same reason, Mechanics and Electromagnetics should remain seperate. Perhaps the names could be Physics-Mechanics and Electromagnetism.
---
Also I'm wanting to know ur opinion on whether Achitecture and Roads should
be combined to Civil Engineeing or not. As far as i can tell there's as
many pros as there is cons.
---
Architecture
Bridge Building, Tower, Skyscraper
0%-Brick/Cement/Stone(*10%)-40%-Metalworking(*20%)-100%
0%-Woodworking-100%
Affects the quality and maximum size of structures built by your civ.

Civil Engineering/Infrastructure
Sewers, Mail, Power Grids, Water Systems
0%-All Techs-100%
Allows for the building of various public works, and makes them more effective.

Roads
Road, Cobbled Road, Paved Road, Highway
0%-None-20%-Brick/Cement/Stone-100%
Allows goods and people to be moved faster and more efficiently.

I think Architecture should remain seperate. But we could combine Roads and Civil Engineering.

Richard Bruns
Prince
NC, USA
Nov 1999
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> I don't agree on the ecol/geology thing but if we use
> mechanics/electromagnetcs, we shouldn't have subcatergories, ie physics
> because then it could get too confusing for the player.
> ---
> You were right to split Ecology and Geology. For the same reason,
Mechanics
> and Electromagnetics should remain seperate. Perhaps the names could be
> Physics-Mechanics and Electromagnetism.

OK

> Architecture
> Bridge Building, Tower, Skyscraper
> 0%-Brick/Cement/Stone(*10%)-40%-Metalworking(*20%)-100%
> 0%-Woodworking-100%
> Affects the quality and maximum size of structures built by your civ.
>
> Civil Engineering/Infrastructure
> Sewers, Mail, Power Grids, Water Systems
> 0%-All Techs-100%
> Allows for the building of various public works, and makes them more
> effective.
>
> Roads
> Road, Cobbled Road, Paved Road, Highway
> 0%-None-20%-Brick/Cement/Stone-100%
> Allows goods and people to be moved faster and more efficiently.
>
> I think Architecture should remain seperate. But we could combine Roads
and
> Civil Engineering.

OK

Also do u have any ideas for the nonlinear social models yet?

Richard Bruns
Prince
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Nov 1999
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Also do u have any ideas for the nonlinear social models yet?
---
I have a preliminary idea that uses basic techs and template techs. It will take a few days to complete.

--- New Mail ---

Based on the stuff on the forums, I think that only two more techs are needed for the military side of things:

Tactics
0%-None-100%
Determines the effectiveness of your troops in battle.

Logistics
0%-Industrial Engineering/Management-100%
Controls the ability to supply troops, and the effectiveness of military buildup, movement, and organization.

Anything else is just an application.

By the way, don't forget that until the Boer War, disease killed more troops than battlefield injuries. Your Medicine basic tech should have a large impact on the attrition your troops suffer.

Richard Bruns
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Nov 1999
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New Basic Techs:
Astonomy
Atomic (This needs to be seperated from electromagnestics because atomic
theroy isn't a part of electromagnetics. Its one of the 4 forces, well
actually 2, but for game purposes it will be just atomic instead of weak
atomic force and great atomic force.


> Based on the stuff on the forums, I think that only two more techs are
> needed for the military side of things:
>
> Tactics
> 0%-None-100%
> Determines the effectiveness of your troops in battle.

I think we should use the tactics i had in the orginal model

Land Tactics
Water Tactics
Air Tactics
Mobile Tactics (Tanks and stuff)
Cyber Tactics (Using computers to shut down power gird for the entire
country, FE)

The mobile might not be ness and could be put in with land

> Logistics
> 0%-Industrial Engineering/Management-100%
> Controls the ability to supply troops, and the effectiveness of military
> buildup, movement, and organization.
>
> Anything else is just an application.
>
> By the way, don't forget that until the Boer War, disease killed more
troops
> than battlefield injuries. Your Medicine basic tech should have a large
> impact on the attrition your troops suffer.

Yes i know this.

> Also do u have any ideas for the nonlinear social models yet?
> ---
> I have a preliminary idea that uses basic techs and template techs. It
will
> take a few days to complete.

okay get it asap. I'm writing up the new version of the tech model now.
One prob right now. Some specific techs need to be able to be researched in
more than one way. FE Navigation. Navigation requires Astonomy. It also
requires a certain percentage in either land or water trans, but not both.
It can also be helped with electromagnetism, though compass is needed.

Richard Bruns
Prince
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Nov 1999
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New Basic Techs:
Astonomy
Atomic (This needs to be seperated from electromagnestics because atomic
theroy isn't a part of electromagnetics. Its one of the 4 forces, well
actually 2, but for game purposes it will be just atomic instead of weak
atomic force and great atomic force.
---
First you wanted to put all physics disciplines into one tech; now you want to split Atomic Physics apart from Electromagnetism. Because they are so close, I think they should be in one tech called "Electromagnetism/Atomic Physics."
Also, I don't think Meteorology is in there. Did you want something like that? Originally I thought it would be a part of the Planetary Sciences tech along with Ecology and Geology. But since that was split up, we migh need to make a seperate tech for Meteorology.
---
I think we should use the tactics i had in the orginal model

Land Tactics
Water Tactics
Air Tactics
Mobile Tactics (Tanks and stuff)
Cyber Tactics (Using computers to shut down power gird for the entire
country, FE)

The mobile might not be ness and could be put in with land
---
I agree that mobile tactics is unnecessary. The same basic strategies are good for cavalry or tanks. But if you are going to be this specific you will also need a "Combined Arms Tactics" because modern operations coordinate all branches of the military. My preference would be only one Tactics tech that covers everything here.
---
I'm writing up the new version of the tech model now.
One prob right now. Some specific techs need to be able to be
researched in more than one way. FE Navigation. Navigation requires Astonomy. It also requires a certain percentage in either land or water trans, but not both. It can also be helped with electromagnetism, though compass is needed.
---
Can I see the model before you post it?

Richard Bruns
Prince
NC, USA
Nov 1999
posted February 01, 2000 18:52   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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> New Basic Techs:
> Astonomy
> Atomic (This needs to be seperated from electromagnestics because atomic
> theroy isn't a part of electromagnetics. Its one of the 4 forces, well
> actually 2, but for game purposes it will be just atomic instead of weak
> atomic force and great atomic force.
> ---
> First you wanted to put all physics disciplines into one tech; now you
want
> to split Atomic Physics apart from Electromagnetism. Because they are so
> close, I think they should be in one tech called "Electromagnetism/Atomic
> Physics."
> Also, I don't think Meteorology is in there. Did you want something like
> that? Originally I thought it would be a part of the Planetary Sciences
> tech along with Ecology and Geology. But since that was split up, we migh
> need to make a seperate tech for Meteorology.

Well that was before u told me u wanted the seperated. As far as them being
similar, the really aren't. Atomic deals with, well atoms and similar
particles. Electromagnetics deals with electricity and magnetism.

> I think we should use the tactics i had in the orginal model
>
> Land Tactics
> Water Tactics
> Air Tactics
> Mobile Tactics (Tanks and stuff)
> Cyber Tactics (Using computers to shut down power gird for the entire
> country, FE)
>
> The mobile might not be ness and could be put in with land
> ---
> I agree that mobile tactics is unnecessary. The same basic strategies are
> good for cavalry or tanks. But if you are going to be this specific you
> will also need a "Combined Arms Tactics" because modern operations
> coordinate all branches of the military. My preference would be only one
> Tactics tech that covers everything here.

The way i had it was that for combined arms it would simply take the
relevant areas and average them out.

> I'm writing up the new version of the tech model now.
> One prob right now. Some specific techs need to be able to be
> researched in more than one way. FE Navigation. Navigation requires
> Astonomy. It also requires a certain percentage in either land or water
> trans, but not both. It can also be helped with electromagnetism, though
> compass is needed.
> ---
> Can I see the model before you post it?

Sure

Richard Bruns
Prince
NC, USA
Nov 1999
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Well that was before u told me u wanted the seperated. As far as them
being similar, the really aren't. Atomic deals with, well atoms and similar particles. Electromagnetics deals with electricity and magnetism.
---
All atomic interactions are governed by the electroweak and strong nuclear forces. And electrons are a fundamental part of atoms. These two things are similar enough. Think of the many different disciplines that are all grouped under 'Biology.' A tech called, 'Electromagnetism and Atomic Physics' would be perfectly reasonable.
---
The way i had it was that for combined arms it would simply take the
relevant areas and average them out.
---
A good combined arms force is many times more powerful than the sum of its parts. The ability to tactically coordinate many different types of units is very important in modern combat. Averaging just will not work. But if there was only one tactics tech to begin with, it would already cover all of this with minimum complexity.
Richard Bruns
Prince
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Nov 1999
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> Well that was before u told me u wanted the seperated. As far as them
> being similar, the really aren't. Atomic deals with, well atoms and
similar
> particles. Electromagnetics deals with electricity and magnetism.
> ---
> All atomic interactions are governed by the electroweak and strong nuclear
> forces. And electrons are a fundamental part of atoms. These two things
> are similar enough. Think of the many different disciplines that are all
> grouped under 'Biology.' A tech called, 'Electromagnetism and Atomic
> Physics' would be perfectly reasonable.

Acutally its not for one reason. Like i said there are 4 forces which
science has devised. 1> Gavity: represented by mechanics 2> Electromagnetic
spectrum, rep by obviously elelctomagnetics 3> Lesser atomic force and 4>
greater atomic force. The last 2 are being worked on to make them one
single one currently. Also for game play only atomic would be ness, but
linking it with electromagnetic would make as much sence then as linking
electromagnetic with mechanics

> The way i had it was that for combined arms it would simply take the
> relevant areas and average them out.
> ---
> A good combined arms force is many times more powerful than the sum of its
> parts. The ability to tactically coordinate many different types of units
> is very important in modern combat. Averaging just will not work. But if
> there was only one tactics tech to begin with, it would already cover all
of
> this with minimum complexity.

Hmm your right about both parts. First off if there was one tactics, from
what was discussed earlier, it is just to broad and doesn't really account
for a british vs germany in WWII where the british had good naval tactics
(well the germans did too but not as good), but the germans had a far
superior air tactics than the british and were able to almost defeat them
because of the superior air tactic (and technology and other stuff). On the
first part you are only partly correct. If I have 97 on land tactics and 13
on air and try to used a combined forces attack with those two elements it
won't be as successful as if i planned a pure land assult.

Richard Bruns
Prince
NC, USA
Nov 1999
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Acutally its not for one reason. Like i said there are 4 forces which
science has devised. 1> Gavity: represented by mechanics 2>
Electromagnetic spectrum, rep by obviously elelctomagnetics 3> Lesser atomic force and 4> greater atomic force. The last 2 are being worked on to make them one single one currently. Also for game play only atomic would be ness, but linking it with electromagnetic would make as much sence then as linking electromagnetic with mechanics
---
The electric force and the weak nuclear force have already been united into the electroweak force. I know that electromagnetism is slightly different than nuclear forces, but they are studied at the same labs and similar equipment and theories are used to describe and study them. Electromagnetism and Atomic/Particle Physics are similar enough to be in one tech.
Think of Biology, which we agree should be one tech. Biology includes many fields of study that are vastly different from each other. For example, everything from the study of a virus that infects corn and the effects of exercise on the human body are all included in Biology. Any scientist would tell you that these things have almost nothing to do with each other, yet for simplicity we were forced to put them into one tech. The same is true for these two similar fields of Physics studies.
---
Hmm your right about both parts. First off if there was one tactics,
from what was discussed earlier, it is just to broad and doesn't really
account for a british vs germany in WWII where the british had good naval
tactics (well the germans did too but not as good), but the germans had a far superior air tactics than the british and were able to almost defeat
them because of the superior air tactic (and technology and other stuff). On the first part you are only partly correct. If I have 97 on land tactics and 13 on air and try to used a combined forces attack with those two elements it won't be as successful as if i planned a pure land assult.
---
Sorry, the Germans had inferior air tactics for the entire war. In the Battle of Britian, the British air force held off the Germans despite the fact that they were badly outnumbered. The British use of radar, combined the Germans' idiotic failure to attack British air bases, meant that the British air force was far more effective than the Garman Luftwaffe.
And in the example you gave, the combined force would be far more effective than a simple infantry attack. If I have even a low level of airplanes and you have none at all, I will win. I would simply have my planes fly over and bomb your supply lines, bases, and troop concentrations. This is one of the things that let the Germans storm through Europe in WW2.
But that isn't really relevant. The point is that the same basic tactical principles apply to all kinds of combat and that a combination of forces is more effective than the sum of its parts. Anyway, we shouldn't be deciding this. We should ask the military people to tell us what to do with the military techs. I have studied military history extensively and written two research papers on these military topics, but I don't know the demands of the military model so I shouldn't be deciding this.
Richard Bruns
Prince
NC, USA
Nov 1999
posted February 01, 2000 18:57   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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> The electric force and the weak nuclear force have already been united
> into the electroweak force. I know that electromagnetism is slightly
> different than nuclear forces, but they are studied at the same labs and
> similar equipment and theories are used to describe and study them.
> Electromagnetism and Atomic/Particle Physics are similar enough to be in
one
> tech.
> Think of Biology, which we agree should be one tech. Biology includes
> many fields of study that are vastly different from each other. For
> example, everything from the study of a virus that infects corn and the
> effects of exercise on the human body are all included in Biology. Any
> scientist would tell you that these things have almost nothing to do with
> each other, yet for simplicity we were forced to put them into one tech.
> The same is true for these two similar fields of Physics studies.

Then we would also have to combine mechanics and electromagnetics because
although like u pointed out they do represent completely differnt aspects,
they do have some similarities with each other, just as much as atomic and
electomagnetics do.

On another note, I've decided to drop genetics because its just a more
"advanced" form of biology and whatever can be represented in genetics can
be done in biology.

Richard Bruns
Prince
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Nov 1999
posted February 01, 2000 19:00   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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Then we would also have to combine mechanics and electromagnetics because
although like u pointed out they do represent completely differnt aspects,
they do have some similarities with each other, just as much as atomic and
electomagnetics do.
---
The difference here is that mechanics and electromagnetics do different things, while electromagnetics and atomic studies, like biology, do the same general thing. We should be thinking in terms of what something does, not what it is.
---
On another note, I've decided to drop genetics because its just a more
"advanced" form of biology and whatever can be represented in genetics can
be done in biology.
---
OK
-
The tech tree looks good overall. A few concerns:
Atomics--Again, I don't see why it should be a different tech.
Computers--Optical computing will probably come in the near future, say 125%
Gaming--What is this and what does it do?
Psychology--Why would this have ecology as a prerequisite?
Water Transportation--Shouldn't it switch to EM at 120% like the other transportations?
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