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Topic: Technology System E-Mail Archive |  |
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 19:00
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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.For the game it really won't. Atomics will have to do with mainly atomic power and some with quantum physics/mechanics but not much. > 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% Well can u tell me what optical computers are. Also there's going to perhaps be even more types, FE liquid storage computers, organic computers, etc. > Gaming--What is this and what does it do? Basically represent the level and types of games/sports the civ has. > Psychology--Why would this have ecology as a prerequisite? The reason is, in order to understand ones mind (psycholgically) and how it works, u need to know about the rest of the body and how people interact with others in there enviroment. > Water Transportation--Shouldn't it switch to EM at 120% like the other > transportations? I'm not sure because it wouldn't really help in development with submarines and such. Also on the note of submarines, I'm wondering if someone had something like a subsand cruiser would that be under land transportation? BTW Medicine vanished by accident.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 19:01
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For the game it really won't. Atomics will have to do with mainly atomic power and some with quantum physics/mechanics but not much. --- I understand now. Atomics is an application tech for nukes and power, not a basic theoretical tech like I thought it was. In that form it is okay. --- Well can u tell me what optical computers are. Also there's going to perhaps be even more types, FE liquid storage computers, organic computers, etc. --- Optical computers are computers that process data using light and lasers instead of electrons. Right now they only use optics to transmit data via fiber optics and store it on CD's and DVD's, but they are currently working on ways to make transistors and other computer components using optical fibers. If they do this, computers will be much faster and incredibly energy efficient, as well as impossible to disrupt. Currently, computers installed on military equipment can be fried with EMP pulses, but optical computers are immune to such jamming. The other computer types you mentioned are not in the near future like optical computing. They belong in the far future tech tree. The difference between near and far future techs is that near future techs are a simple extension of the current tree, but far future stuff is so different that it will need a new tree. --- Basically represent the level and types of games/sports the civ has. --- OK. In that case, it should be a helper prerequisite for the military tactics technologies. It could also improve the overall health and intellegence of the people because they are exercising and/or thinking more. --- > Psychology--Why would this have ecology as a prerequisite?The reason is, in order to understand ones mind (psycholgically) and how it works, u need to know about the rest of the body and how people interact with others in there enviroment. --- Rather than being a necessity, I think it should only be a helper. You can learn about human behavior without knowing a thing about animals. Machiavelli did not know a thing about animals, but he wrote eloquently about the psychology of being an effective leader. --- > Water Transportation--Shouldn't it switch to EM at 120% like the other > transportations? I'm not sure because it wouldn't really help in development with submarines and such. --- EM motion would be an enormous asset in sea combat. A sub that could move by manipulating magnetic fields would be incredibly stealthy and fast. And the same tech that lets you hover over land would let you make a hovercraft that hovers over water. --- Also on the note of submarines, I'm wondering if someone had something like a subsand cruiser would that be under land transportation? --- Far future maybe, but nothing like that would be possible or even conceivable using current or near future technology. If it did happen, it would just be a special type of land unit. Anyway, the tactical advantages of such a craft would be almost nil. It would be easy to detect and you could counter it with simple underground mines. --- BTW Medicine vanished by accident. --- OK. Could you send it to me so I could add it to the list?
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 19:02
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> For the game it really won't. Atomics will have to do with mainly atomic > power and some with quantum physics/mechanics but not much. > --- > I understand now. Atomics is an application tech for nukes and > power, not a basic theoretical tech like I thought it was. In that form it > is okay.Glad we got that settled. > The other computer types you mentioned are not in the near future > like optical computing. They belong in the far future tech tree. The > difference between near and far future techs is that near future techs are a > simple extension of the current tree, but far future stuff is so different > that it will need a new tree.
Hmm...just thought of two that need to be added: Robotics Prerequisite: 0-74% Electronics (30%), Mechanics (60%) **Machinery** 75-X% Computers (70%), Mechanics (60%) Cybernetics Prerequisite: 0-X% Biology (85%), Robotics (90%) Add mettallurgy to electronics, ness specific prereq of copper production > Rather than being a necessity, I think it should only be a helper. You can > learn about human behavior without knowing a thing about animals. > Machiavelli did not know a thing about animals, but he wrote eloquently > about the psychology of being an effective leader. > --- OK > > Water Transportation--Shouldn't it switch to EM at 120% like the other > > transportations? > > I'm not sure because it wouldn't really help in development with submarines > and such. > --- > EM motion would be an enormous asset in sea combat. A sub that could move > by manipulating magnetic fields would be incredibly stealthy and fast. And > the same tech that lets you hover over land would let you make a hovercraft > that hovers over water. OK > Also on the note of submarines, I'm wondering if someone had something like > a subsand cruiser would that be under land transportation? > --- > Far future maybe, but nothing like that would be possible or even > conceivable using current or near future technology. If it did happen, it > would just be a special type of land unit. Anyway, the tactical advantages > of such a craft would be almost nil. It would be easy to detect and you > could counter it with simple underground mines. > --- > BTW Medicine vanished by accident. > --- > OK. Could you send it to me so I could add it to the list? Medicine Prerequisite: 10-X% Biology 10%
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 19:03
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Hmm...just thought of two that need to be added: Robotics Prerequisite: 0-74% Electronics (30%), Mechanics (60%) **Machinery** 75-X% Computers (70%), Mechanics (60%) Cybernetics Prerequisite: 0-X% Biology (85%), Robotics (90%) --- These two techs and things like them were things that I worked to eliminate in the tech model. They are not needed. There will only be a few applications of Robotics or Cybernetics, and each one of those applications can be given prerequisites directly from the basic techs. Just think of all possible applications of these that you wanted to include. Every one of these, and I'm guessing that there won't be many, can easily be traced back to the techs in the current chart. For Example: Factory Robots: Electronics 60%, Mechanics 60%, Industrial Engineering If you are thinking of something that cannot be treated as a simple application like this, let me know. Otherwise I must recommend leaving these techs out.By the way, Industrial Engineering should not have mechanics as a prerequisite at 0%. As I envisioned it, Industrial Engineering is not just factories. It is any activity that increases productivity. Machines in factories do not appear until about Industrial Engineering 30%. Until then, the tech should have no prerequisite, with economics as a helper. A few other things: How do you get Alchemy, Wheel, Glassworking, and Networks? You have them as the prerequisites for techs that provided these things in my model. I would recommend that Alchemy be synonimous with Chemistry 10-25%, Wheel come with Land Transportation 10%, Glassworking be Optics 1%, and Networks come with Communications 70%. To avoid future confusion, can 'Atomics' be changed to 'Atomic Applications'? I would recommend that Government have Communication and Psychology as helper techs. Is Masonry the replacement for Brick/Cement/Stone? --- New Mail --- My social model stuff stored on the computers has vanished somehow. I will have to redo it, and it will have to be changed anyway, to fit the stuff you included in the tech tree you sent me. Sorry for the delay. It will basically be a concise write-up of what we discussed in e-mail about the Template Techs.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 19:04
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> Hmm...just thought of two that need to be added: > Robotics > Prerequisite: 0-74% Electronics (30%), Mechanics (60%) **Machinery** > 75-X% Computers (70%), Mechanics (60%) > Cybernetics > Prerequisite: 0-X% Biology (85%), Robotics (90%) > --- > These two techs and things like them were things that I worked to eliminate > in the tech model. They are not needed. There will only be a few > applications of Robotics or Cybernetics, and each one of those applications > can be given prerequisites directly from the basic techs. Just think of all > possible applications of these that you wanted to include. Every one of > these, and I'm guessing that there won't be many, can easily be traced back > to the techs in the current chart. For Example: Factory Robots: > Electronics 60%, Mechanics 60%, Industrial Engineering > If you are thinking of something that cannot be treated as a simple > application like this, let me know. Otherwise I must recommend leaving > these techs out.Actually I'm thinking of long term use as well as short term. True Factory Robots can be treated as such, but for any future techs we will prob have too many to treat as a simple tech application. > By the way, Industrial Engineering should not have mechanics as a > prerequisite at 0%. As I envisioned it, Industrial Engineering is not just > factories. It is any activity that increases productivity. Machines in > factories do not appear until about Industrial Engineering 30%. Until then, > the tech should have no prerequisite, with economics as a helper. Hmmm then what prerequisite would u have? Because Industial Engineering didn't start at the dawn of time. > A few other things: > How do you get Alchemy, Wheel, Glassworking, and Networks? You have them as > the prerequisites for techs that provided these things in my model. I would > recommend that Alchemy be synonimous with Chemistry 10-25%, Wheel come with > Land Transportation 10%, Glassworking be Optics 1%, and Networks come with > Communications 70%. Well Alchemy is at chemistry 1%, Networks also requires computers 60%. > To avoid future confusion, can 'Atomics' be changed to 'Atomic > Applications'? OK, but um what is this "future confusion" > I would recommend that Government have Communication and Psychology as > helper techs. OK > Is Masonry the replacement for Brick/Cement/Stone? Yes because I thought about it and masonry does pretty much some up what that is. Even today many people still use the term masons.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 19:06
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Actually I'm thinking of long term use as well as short term. True Factory Robots can be treated as such, but for any future techs we will prob have too many to treat as a simple tech application. --- How many applications can you really think of for the near future? Far future is another tree entirely and I thnk we don't need to bother with it now. --- Hmmm then what prerequisite would u have? Because Industial Engineering didn't start at the dawn of time. --- Yes it did. People have always been after new ways of making things. Anything like the most basic seperation of labor or the hiring of an apprentice falls under this tech. You need machines after 30%, but until then there are lots of ways to improve productivity. --- OK, but um what is this "future confusion" --- People on the forum, and the players.--- New Mail --- Subject: Demo 5 We should have no problem getting ready. All we have to do now is make a list of prerequisites for stuff that is likely to be in the demo. Will there be different cultures in Demo 5? If there will be we need to make cultural units and buildings. Otherwise we just need to make cookie-cutter units like Spearmen. --- New Mail --- There are several problems with social tech prerequisites. The main one is that it, unlike normal techs, it requires acceptance by the people as well as knowledge. For example, most people would agree that Europeans have a higher Religion tech than they did in 1200 BC. Yet the people would not accept the idea of a holy war. So if we set the Holy War template tech to have a simple religion prerequisite,the civ would always have it unless they let the tech level go down. This is not realistic. We have to find out how to make social techs available only when there is both knowledge and acceptance. Such a thing will have to be directly tied into the social model. As far as I know, nothing is set in stone regarding this model, so I can't set any system based on it. Also, I would probably change it if I tried to set a system. So what I have here is simply a list of prerequisites. Having these techs gives the civ the option of doing something. The social conditions may or may not allow the thing to actually happen. Abolishment of Slavery: Philosophy 50%, Religion 40% Capitalism: Economics 40% Centralized Government: Government 15% Conscription: Government 1%, Tactics 1% Despotism: Government 5% Democracy: Government 60%, Philosophy 40% Environmentalism: Ecology 50% Feudalism: Government 30% Fundamentalism: Governmment 30%, Religion 30% Human Rights: Philosophy 40%, Religion 30% Holy War: Religion 30% Public Education: 30% in all core sciences, Government 50% Religious Infrastructure: Religion 30% Representative Government: Government 50%, Philosophy 30% Rights for Labor Class: Philosophy 30%, Religion 20% Standing Army:Government 1%, Tactics 1% I really can't figure out how to do anything else. However, it seems reasonable to treat social techs like normal tech applications, except that the society must accept these based on the social model.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 19:08
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> Actually I'm thinking of long term use as well as short term. True Factory > Robots can be treated as such, but for any future techs we will prob have > too many to treat as a simple tech application. > --- > How many applications can you really think of for the near future? Far > future is another tree entirely and I thnk we don't need to bother with it > now.Actually we do. We shouldn't have two seperate norms for each. It will make things more confusing for someone who might want to play both ways. Also it will require more programing which isn't ness. > Hmmm then what prerequisite would u have? Because Industial Engineering > didn't start at the dawn of time. > --- > Yes it did. People have always been after new ways of making things. > Anything like the most basic seperation of labor or the hiring of an > apprentice falls under this tech. You need machines after 30%, but until > then there are lots of ways to improve productivity. Yes, but not "Idustrial" wise. Consider what that means. --- New Mail --- > We should have no problem getting ready. All we have to do now is make a > list of prerequisites for stuff that is likely to be in the demo. > Will there be different cultures in Demo 5? If there will be we need to > make cultural units and buildings. Otherwise we just need to make > cookie-cutter units like Spearmen. Mark wants the models to be self sufficent first. --- New Mail --- > There are several problems with social tech prerequisites. The main > one is that it, unlike normal techs, it requires acceptance by the people as > well as knowledge. For example, most people would agree that Europeans have > a higher Religion tech than they did in 1200 BC. Yet the people would not > accept the idea of a holy war. So if we set the Holy War template tech to > have a simple religion prerequisite,the civ would always have it unless they > let the tech level go down. This is not realistic. We have to find out how > to make social techs available only when there is both knowledge and > acceptance. > Such a thing will have to be directly tied into the social model. > As far as I know, nothing is set in stone regarding this model, so I can't > set any system based on it. Also, I would probably change it if I tried to > set a system. > So what I have here is simply a list of prerequisites. Having these > techs gives the civ the option of doing something. The social conditions > may or may not allow the thing to actually happen. > > Abolishment of Slavery: Philosophy 50%, Religion 40% > Capitalism: Economics 40% > Centralized Government: Government 15% > Conscription: Government 1%, Tactics 1% > Despotism: Government 5% > Democracy: Government 60%, Philosophy 40% > Environmentalism: Ecology 50% > Feudalism: Government 30% > Fundamentalism: Governmment 30%, Religion 30% > Human Rights: Philosophy 40%, Religion 30% > Holy War: Religion 30% > Public Education: 30% in all core sciences, Government 50% > Religious Infrastructure: Religion 30% > Representative Government: Government 50%, Philosophy 30% > Rights for Labor Class: Philosophy 30%, Religion 20% > Standing Army:Government 1%, Tactics 1% > > I really can't figure out how to do anything else. However, it seems > reasonable to treat social techs like normal tech applications, except that > the society must accept these based on the social model. Yea. We're not putting it in Demo 5. Also there's much more here not listed, but like u said its complicated.
[This message has been edited by Richard Bruns (edited February 01, 2000).] |
Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 19:09
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Actually we do. We shouldn't have two seperate norms for each. It will make things more confusing for someone who might want to play both ways. Also it will require more programing which isn't ness. --- There will not be two systems, just two different trees. I consider the far future to be like a mod pack. Most people agree that the game will end about the middle of next century. --- Yes, but not "Idustrial" wise. Consider what that means. --- "Industrial" is defined in the WWWWebster Dictionary as:1 : of or relating to industry and "Industry" is defined as: 2 a : systematic labor especially for some useful purpose or the creation of something of value b : a department or branch of a craft, art, business, or manufacture; especially : one that employs a large personnel and capital especially in manufacturing c : a distinct group of productive or profit-making enterprises d : manufacturing activity as a whole The tech includes any way of making this labor and activity more efficient. --- New Mail --- Mark wants the models to be self sufficent first. --- Well, the tech tree has to lead to things that other aspects of the game use. Otherwise there is no reason to research anything. At the very minimum we should have a tech tree that leads to about a dozen new things that help the player. --- New Mail --- I think we should post the tech model. Currently few people even know the basic structure of the thing. I have updated the chart you sent me with all the changes we agreed to. As our only current disagreement is about something that Demo 5 will not even think about getting to, we should be able to post the model under a new thread, Demo 5 Tech. [This message has been edited by Richard Bruns (edited February 01, 2000).]
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 19:12
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> I think we should post the tech model. Currently few people even know the > basic structure of the thing. I have updated the chart you sent me with all > the changes we agreed to. As our only current disagreement is about > something that Demo 5 will not even think about getting to, we should be > able to post the model under a new thread, Demo 5 Tech. I wanted to put the application techs and items/imrpov on there.
--- New Mail --- > Actually we do. We shouldn't have two seperate norms for each. It will > make things more confusing for someone who might want to play both ways. > Also it will require more programing which isn't ness. > --- > There will not be two systems, just two different trees. I consider the far > future to be like a mod pack. Most people agree that the game will end > about the middle of next century. Actually it will be implimented at the same time. It will simply have an on/off switch for no future techs, near future, far future. These will all be shipped with the first one. BTW we need to put items/improv on there. items-specific objects such as weapons, statues, gadgets, etc improv-structures, or things that can be physically seen that improv a civ such as irrigation
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 19:13
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I wanted to put the application techs and items/imrpov on there. --- The problem is that we do not know exactly what improvements to put in. Other people need to send us lists of what they need, and they seem to need to know about the tech tree before they can give us those lists. We asked for lists a while ago and haven't gotten them. If people know that we have a completed tech tree structure that they can fit any item into, they will be more likely to send complete lists. |
Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 19:14
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> I wanted to put the application techs and items/imrpov on there. > --- > The problem is that we do not know exactly what improvements to put in. > Other people need to send us lists of what they need, and they seem to need > to know about the tech tree before they can give us those lists. We asked > for lists a while ago and haven't gotten them. If people know that we have > a completed tech tree structure that they can fit any item into, they will > be more likely to send complete lists.OK, we should put what we have though and what's been discussed in the forums, esp from youngsun. I was going to list a whole bunch of weapons/armor/equipment for use with items, but rather than do that I'll attach the ness files from my AD&D core rules CD. Everything in here (aside from the demihuman and magical stuff) is historically accurate.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 19:15
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Do we really need to add 55 pages of role-playing equipment? That is probably a bit excessive, and the military model will not use all that. The problem with using RP equipment is that something that works for individual combat will not necessarily be good for a large scale army operation. For example, a fencer will defeat almost anyone else in hand to hand combat, but you never see an army equipped with foils because they are almost useless in melee combat. Also, a 15 foot pike or polearm is a horrible weapon for hand to hand combat, but a well trained group of pikemen is a formidable military force. I suggest that we post the tree now with the examples we have so people can see how the thing works. Then we let the other model leaders tell us exactly what they need. There is not need to waste effort on something that might not be needed. I am pretty sure that the military model is focused on task forces and formations, not individual weapons.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 19:16
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Do we really need to add 55 pages of role-playing equipment? That > is probably a bit excessive, and the military model will not use all that. > The problem with using RP equipment is that something that works for > individual combat will not necessarily be good for a large scale army > operation. For example, a fencer will defeat almost anyone else in hand to > hand combat, but you never see an army equipped with foils because they are > almost useless in melee combat. Also, a 15 foot pike or polearm is a > horrible weapon for hand to hand combat, but a well trained group of pikemen > is a formidable military force. > I suggest that we post the tree now with the examples we have so > people can see how the thing works. Then we let the other model leaders > tell us exactly what they need. There is not need to waste effort on > something that might not be needed. I am pretty sure that the military > model is focused on task forces and formations, not individual weapons.I also sent this so u could also put in the various differnt types of weapons from differnt cultures also. --- New Mail --- Also can u send me a copy of what u have so far.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 19:17
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I also sent this so u could also put in the various differnt types of weapons from differnt cultures also. --- I don't think that this is our decision to make. We should let the otehr model leaders tell us what they need. We should communicate with them and ask them for input. The model itself might need to be revised, so we shouldn't put a lot of effort into something that might need to be changed.--- New Mail --- Also can u send me a copy of what u have so far. --- Regarding what? What else was I supposed to be working on? --- New Mail --- I have been going through my archive of our e-mails to see about things we might have forgotten about. Here is what I found: Effects List: I said that I would make a list of effects for the stuff in your old tech tree. I spent so much time concerning myself with remodeling the tree that I forgot about this. By now the old tree is obsolete, and so is the old assignment. Do you still want me do do something like that for the new application techs that will be generated by the model leaders, or is it their job to assign the effects for technologies they want? Military Tech: Last year, I made a preliminary proposal for military technologies. This proposal seems to have been replaced by the new tech model I built. My military tech work at this point should be assigning the prerequisites for the units list that the military model people give us. Is that okay, or should we still look at my old proposal? Cultural/Template Techs: We should probably finish the social tech model before working on this. I think that they can simply be treated as applications on the social tech tree, with the name and icon being changed based on the culture (artistic/religious preference) that the player chose at the beginning of the game. I think that we pretty much agreed on most aspects of this last year, and that our conclusions are still valid. So once the social model and social tech tree are finished, I should be able to put it right in. --- New Mail --- Here are some more things I noticed about the tech chart: When you have a blue prerequisite with no number, what does that mean? Do you only need 1% in that tech? Does Mechanics mean the branch of physics? If so, what represents the civ's ability to make machines? Why would Geology help Metallurgy? Ecology and Geology should be helper techs for Resource Gathering. After all, knowledge of the planet helps you find things in it. Can 'Masonry' be renamed 'Masonry and Cement'? That would make it clear what the tech is. Currently it is not obvious that Cement is in there. Can 'Electronics' be changed to 'Electronic Applications' for precision? I want to distinguish theoretical techs from applied ones. We probably need a tech that covers mapping, surveying, and naviagtion. We don't have anything that seems to cover that. Stress control makes people healthier, so can we add psychology as a helper tech for Medicine? I think that covers it. The chart will be ripped to shreds on the forum anyhow; people will probably see mistakes that we both missed. But these are the only remaining problems that I see. I would like to post this before Monday. I suggest that you respond to this message and then I put the thing up for public discussion. People, including Mark, really want to see this thing soon, with or without the applications. Anyway, I have dozens of application examples from our e-mails and I am currently preparing a post.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 19:18
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> I don't think that this is our decision to make. We should let the otehr > model leaders tell us what they need. We should communicate with them and > ask them for input. The model itself might need to be revised, so we > shouldn't put a lot of effort into something that might need to be changed.Still don't delete what I sent u cuz it will help if they decide to use anything in it >> Also can u send me a copy of what u have so far. > --- > Regarding what? What else was I supposed to be working on? Well I'd like to what application techs u have basically. Those should for the most part be decided before we put out the new model (with the exception of perhaps the social model) > Effects List: I said that I would make a list of effects for the stuff in > your old tech tree. I spent so much time concerning myself with remodeling > the tree that I forgot about this. By now the old tree is obsolete, and so > is the old assignment. Do you still want me do do something like that for > the new application techs that will be generated by the model leaders, or is > it their job to assign the effects for technologies they want? no just basically try to be a little more specific on what the basic techs will do. Some of them are quite vauge. > Military Tech: Last year, I made a preliminary proposal for military > technologies. This proposal seems to have been replaced by the new tech > model I built. My military tech work at this point should be assigning the > prerequisites for the units list that the military model people give us. Is > that okay, or should we still look at my old proposal? Don't delete it. Send it to Harlique and see what he says about it as far as if that's what they are looking for (along with some of the stuff I sent u perhaps). > Cultural/Template Techs: We should probably finish the social tech model > before working on this. I think that they can simply be treated as > applications on the social tech tree, with the name and icon being changed > based on the culture (artistic/religious preference) that the player chose > at the beginning of the game. I think that we pretty much agreed on most > aspects of this last year, and that our conclusions are still valid. So > once the social model and social tech tree are finished, I should be able to > put it right in. Yes for the most part. I still think a few of them have to be culturally aligned to particular societies. I'd like to include AMAP of the social techs as possible. I might have gone a little crazy in religion/philosophy, but I still think we need some advances that aren't unilateral, albeit culturally suited, for all civs (my point with Chi). > When you have a blue prerequisite with no number, what does that mean? Do > you only need 1% in that tech? On your scale, yes, on mine it would be 0% (ie simply enough to barely understand it). I perfer mine because its not based on current level of tech as apposed to when it started. > Does Mechanics mean the branch of physics? If so, what represents the civ's > ability to make machines? It represents the theoretical and applicatation of the mechanical side of physics. I really don't see the need to seperate the two since adding appropriate prereqs will solve the problem of machines. > Why would Geology help Metallurgy? First off I meant it to only help a little, and mostly in the beggining. Wait now that I think about it, it really wouldn't help much at all worth mentioning. > Ecology and Geology should be helper techs for Resource Gathering. > After all, knowledge of the planet helps you find things in it. I thought I had geology on there, but ur right about ecology helping. > Can 'Masonry' be renamed 'Masonry and Cement'? That would make it clear > what the tech is. Currently it is not obvious that Cement is in there. I don't think it needs to be because today they are still refered to as masons and the term masonry is still used. > Can 'Electronics' be changed to 'Electronic Applications' for precision? I > want to distinguish theoretical techs from applied ones. That is kind redundant. Electronics is considered the application of electromagnetics. But if u think it does need to be distinquished more then use "Electical Applications" > We probably need a tech that covers mapping, surveying, and naviagtion. > We don't have anything that seems to cover that. Those would be application techs and could easily fit into what we have w/o making another basic tech. > Stress control makes people healthier, so can we add psychology as a helper > tech for Medicine? I thought u put it on there already in the upper part and I added it as a helper, but not essential for lower levels because for most of "western" history it wasn't seen that way. > I think that covers it. The chart will be ripped to shreds on the forum > anyhow; people will probably see mistakes that we both missed. But these > are the only remaining problems that I see. I would like to post this > before Monday. I suggest that you respond to this message and then I put > the thing up for public discussion. People, including Mark, really want to > see this thing soon, with or without the applications. Anyway, I have > dozens of application examples from our e-mails and I am currently preparing > a post. OK, I just think we should use my "randomness" modifier because otherwise we loose the ability for people to have non esential helpers for application techs which would increase the likelyhood of them learning it sooner, as well as the way I'd like to set up the "loss" of tech we discussed earlier.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 19:19
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Still don't delete what I sent u cuz it will help if they decide to use anything in it --- OK. I keep archives of almost everything anyway. --- Well I'd like to what application techs u have basically. Those should for the most part be decided before we put out the new model (with the exception of perhaps the social model) --- I have all of the applications that I have used as examples. There are several dozen of these, plenty to give people an idea of how the system works. And we should not be deciding applications. It is our job to supply what other people want, not to tell them what to use. Also, Mark specifically said on the forum that he wanted to see the model with or without a list of application. --- no just basically try to be a little more specific on what the basic techs will do. Some of them are quite vauge. --- OK. I was planning to put that in the post, like I did when I sent it to you. --- Don't delete it. Send it to Harlique and see what he says about it as far as if that's what they are looking for (along with some of the stuff I sent u perhaps). --- Harliquin's e-mail is not given on the forum. I can't send stuff to him because I don't have his address. But I really think that the current model makes my old military model obsolete. --- Yes for the most part. I still think a few of them have to be culturally aligned to particular societies. I'd like to include AMAP of the social techs as possible. I might have gone a little crazy in religion/philosophy, but I still think we need some advances that aren't unilateral, albeit culturally suited, for all civs (my point with Chi). --- I will include in the post all of the social applications that I made. I will also have a full explanation of the template tech idea with examples. --- It represents the theoretical and applicatation of the mechanical side of physics. I really don't see the need to seperate the two since adding appropriate prereqs will solve the problem of machines. --- The ability to build engines and turbines is very different than the study of physics equations. Think of the difference between shop class and physics class. I definitely suggest adding a 'Machinery' basic tech. I will tentatively add it to the forum post, and we can discuss this on the forum while getting other people's input. --- First off I meant [Geology] to only help a little, and mostly in the beggining. Wait now that I think about it, it really wouldn't help much at all worth mentioning. --- OK --- I thought I had geology on there, but ur right about ecology helping. --- OK --- I don't think it needs to be because today they are still refered to as masons and the term masonry is still used. --- I dodn't know that paving highways was known as masonry. Remember that I meant the tech to be used for building AND paving roads. --- That is kind redundant. Electronics is considered the application of electromagnetics. But if u think it does need to be distinquished more then use "Electical Applications" --- OK --- Those would be application techs and could easily fit into what we have w/o making another basic tech. --- Can you think of good prerequisites for mapmaking or navigation? I can't. It is a different discipline than anything else, and it affects everything from ship navigation to troop movement and tactics to the ability to use land well. I will post it as an idea and let people know about your reservations. Then we can use their input to decide what to do. To be fair, I will also post your Robotics and Cybernetics ideas to let people decide on those as well. --- I thought u put it on there already in the upper part and I added it as a helper, but not essential for lower levels because for most of "western" history it wasn't seen that way. --- I did put it in there, but when you sent me the tech list you left it out. And I think that it would help for all levels. Western cultures simply didn't have a high level of psychology, so it couldn't help them. Meanwhile, eastern cultures had a higher psychology level so they knew more about this and it helped them. --- OK, I just think we should use my "randomness" modifier because otherwise we loose the ability for people to have non esential helpers for application techs which would increase the likelyhood of them learning it sooner, as well as the way I'd like to set up the "loss" of tech we discussed earlier. --- I fully agree with the tech loss system, and I made a differential equation that includes it. As for randomness, I think I have a compromise. Rather than simply being a computer generated random number that decides if you get the tech, there is an "inventor window" starting about 5% before the tech prerequisites. During that window, the computer checks social conditions to see if you have a society that encouraged invention. If you do, there is a large chance that the thing gets invented ahead of time. But if you have a repressive society, the thing will probably not get invented until you hit the prerequisite. I don't see how randomness is required for helpers for application techs. But it is not a problem to assign other applications as helpers something.From this point on, I would like to discuss things in the forum so other people know what is going on and can comment on it. Next Technology Thread [This message has been edited by Richard Bruns (edited February 27, 2000).] | |