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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 17:29
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Previous Technology ThreadThis thread is for archival and reference purposes only. For the past couple months, LJG and I have been hashing out the technology system via e-mail. These discussions have been useful for my reference, and I have decided to post them for the following reasons: 1) It is not possible to search the e-mails by keyword in the current storage form. There are so many e-mails that I often can't find a discussion I need. Posting these allows me to easily search through them. 2) These e-mails could be useful for anyone who wants to know why the tech model is in its current form. LGJ and I have already discussed and debated many topics, and rather than go over them again I would like to be able to point people to a reference so they can see the discussions. 3) The ITS at our school is not the world's most reliable. I would hate to lose all of this, for reasons mentioned above. I will be graduating this year anyway, at which time the account will be purged. The archive will be sorted in chronological order, starting with the oldest e-mail. Each post will be the mail from one person. E-mails that I sent will be have the dark background, and LJG's e-mails will have the light background. To keep the color consistent, I will often have to put multiple e-mails in one post. When I do this, the different e-mails will be seperated by dashes with New Mail inside. Note that in normal e-mail we often use dashes to quote each other. [This message has been edited by Richard Bruns (edited February 01, 2000).] [This message has been edited by Richard Bruns (edited February 27, 2000).] |
Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:30
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I have offered to help with the Clash project, and after some communication with Mark Everson he asked me to work on military technology. He suggested that I get the current technology list from you so I could connect specific military technologies to the tree. Could you send me that, as well as any other details you think would be helpful for this task? I have posted a technology proposal on the Apolyton forum. It is meant to complement what you already have. Could you look over that and critique it? Please keep in mind that I don't know exactly what you are currently doing with tech, as all of my information comes from the forums and the Clash webpage. Thank you. |
Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:32
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I'll pron not impliment any changes till i hear from u again. |
Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:32
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I will get to work adding military techs. I will also work on filling up the effects column. Also, If I see some change to something you already have that I think would be helpful, I will give a recommendation for you to consider. All of this should take a few weeks. For now, I will put my suggestions in words only. Actual numbers will have to be input by someone more knowledeable about the specific model, and in any case will have to be playtested to insure game balance. I will send you the list with changes when I am done. Can your computer read MS Word formatted documents? Wordperfect in not on the school network. --- New Mail --- Here are some examples from the tech tree.Pesticides: Farm output increases by some percentage. The player is partially or fully immune to a Locust Swarm natural disaster, depending on province infrastructure. Pollution increases and there is now a chance for an Algae Bloom natural disaster. (I don't know if these disasters exist in the game, but I think they should.) Radio: Ship navigation improves. Naval groups fight at increased effectiveness. Culture becomes more homogenized across any section of your civ that is served by a power grid. (The dominant cultural agent in the most advanced province is considered to be in charge of programming.) Also, it becomes easier for your government to spread propaganda. If this kind of thing is okay, I will fill the tech tree Effects column. [This message has been edited by Richard Bruns (edited February 01, 2000).] [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 17:36
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> I will send you the list with changes when I am done. Can your computerOk that's fine. A few weeks then. I'll prob be inputing the numbers then since i'm the head hancho of techs and i know about what i want them to be. > read MS Word formatted documents? Wordperfect in not on the school network. Shouldn't be. I'll just haveto convert it.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:37
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I am working through the tree. I am currently concentrating on general framework issues, like the template tech idea I posted. Overall you have a great tech tree, but I have a few concerns: Clinic: What exactly is this? Acupuncture Discovery of Chi Dualism Harmony with Self Harmony with Nature Non-Interference Tai-Chi Theory of Change Way of Enligntenment I have looked over the tree and none of these seem to do anything major other than Clinic. Why would the player want to research them? Also, they show a definite preference for Eastern thought. I can work up a Template proposal that includes both these and the ideas from other cultures if I get more information from you about what you wanted to do with these. Way of the Blade Martial Arts Ninjitsu Curballi Katana Again, Culture specific techs. It should be fairly easy to make these Template techs. Sentient Electronic Life. This should have MAJOR consequences. At the very least a new cultural agant should be created. There should also be a signifigant chance of the AI rising up against you. I personally don't think this tech should be included, but I will still write the effects list. Genetic Engineering I think this one should become a Basic Technology like synthetics. It is an entire field of study, not just one thing. When it reaches certain percentages, new techs become available. Network I also recommend making it a basic tech. At a certain percentage it becomes World Wide Network. Architecture Archway Column Concrete I think this is getting a bit too specific. Can we wrap them all into an Architecture basic tech? Fine Arts: You don't have it and no one on the Clash team seems to be very knowledgeable about it. Can we make it a basic tech and have it be a soft prerequisite for some things? I don't mean to complain or change everything. These are just suggestions for some minor issues. However, I really think that the Template technology idea is worth pursuing. I also think that it would help to have less specific techs and more basic techs that rise in percentage. Your basic tech system is a very good idea, and I think that it can be expanded to cover many more topics. My view is that any process or skill like Architecture should be a continnum rather than a discrete unit. I will make a complete and detailed proposal whenever I have enough time to really work. It will not change your tech tree; it would simply do things like turn Telegraph, Telephone, and Modem into the basic tech Wire Communication. Instead of having one lead to another in huge steps, Telephone would be Wire Communication 20% while Modem is Wire Communication 50%. In between, the technology is steadily increasing. The earliest modem is 50%, a 28.8 Kbps is 80%, and a cable or satellite modem is 95%. The Network tech would require Wire Communication 60%, and when it was invented it too would become a basic tech. The same thing can be done for Radio and other Wireless Communication. Now that I have considered it more, my system really isn't a change. It simply allows RP's to be implemented instantly in the form of increased percentages, while the current system saves them up and spends them all at once. Sorry I'm not working faster; I currently have three major school projects and three exams to study for. I will have a complete list of effects like the Pesticide and Radio ones before Christmas. |
Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:38
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> I am working through the tree. I am currently concentrating on general > framework issues, like the template tech idea I posted. Overall you have a > great tech tree, but I have a few concerns: > > Clinic: What exactly is this?Well its basically the idea of having a place to go to see a healer or doctor and where he can do basic research and stuff. Also 2 or more healers would prob be in this area. b4 this healers/medicine men would travel around or have no perm set of residence. > Acupuncture > Discovery of Chi > Dualism > Harmony with Self > Harmony with Nature > Non-Interference > Tai-Chi > Theory of Change > Way of Enligntenment > I have looked over the tree and none of these seem to do anything major > other than Clinic. Why would the player want to research them? Also, they I tend to disagree on a few and will tell which a little futher down. > show a definite preference for Eastern thought. I can work up a Template > proposal that includes both these and the ideas from other cultures if I get > more information from you about what you wanted to do with these. Yes well a lot of techs also have western slant to them too i can even name a few offhand: knighthood, castles, cavalry, monotheism, religious infrastucture. Anyway Tai-Chi, harmony with self/nature and way of enlightenment do for sure as well as prob dualism and discovery of chi because these all represent the religous thought of those places which tend to not be montheistic (that is a western thought) > Way of the Blade > Martial Arts > Ninjitsu > Curballi > Katana > Again, Culture specific techs. It should be fairly easy to make these > Template techs. True, martial arts was also used in the primitve form called wresting in the west. Ninjitsu is definatly orential related but if u can find a non-specific one for this that's fine otherwise i still think we should have it. Curballi is defin a western type armor. I'm not too fam with the names of the armor in the east and the only reason i have curballi is because it is an improv over leather armor, but not as good as mail/plate armor...kinda a transition. I put katana in because it rep the best sword ever made. This really can't be argued because of the way they made it by folding the metal over & over in almost atom-think layers to make it stonger. The technique was never used in europe and is lost today, but only another katana can break a katana (kina like only a dimond can scratch a diamond). > Sentient Electronic Life. > This should have MAJOR consequences. At the very least a new cultural > agant should be created. There should also be a signifigant chance of the > AI rising up against you. I personally don't think this tech should be > included, but I will still write the effects list. I think so. Even today you'd be surprised at how advanced things are getting. This obviouslly is one of the "few" future techs i wanted in there. and your right about it having signifigant impact.Idon't know about the uprising though. Here me out: First off this was in a manga i have called "Ghost in the Shell", the idea atleast. Athough put in a comical way it is pretty much true. We would before the uprising be maintaining the robots, giving them repairs, keeping them well maintained, giving them what they need for free (atleast to them). Now when they uprise they'd have to start doing it themselves and if they subjigated us we'd still be doing it so what do they have to gain? Well in the manga all that ended up happening was they wanted to be treated kinder (say please and thank u basically). > Genetic Engineering > I think this one should become a Basic Technology like synthetics. It > is an entire field of study, not just one thing. When it reaches certain > percentages, new techs become available. Okay i'm up for that...of course u know the idea of basic techs is to help elim some non-basic techs and that's why were using them or we'd have too many. > Network > I also recommend making it a basic tech. At a certain percentage it > becomes World Wide Network. Maybe. to both. First off networks really haven't changed much. The technology has made them faster, but that would be handled in computers and as far as the WWN goes well that should also have other requirements such as international law (soft prereq), and other nations would haveto have similar levels of network then so i'm not too sure. > Architecture > Archway > Column > Concrete > I think this is getting a bit too specific. Can we wrap them all into > an Architecture basic tech? Well first off architecture should have been dropped from normal techs. maybe for archway and collum, but not concrete since it was a major advancement. > Fine Arts: You don't have it and no one on the Clash team seems to be very > knowledgeable about it. Can we make it a basic tech and have it be a soft > prerequisite for some things? I was working on some, but the prob is some aren't really tech related. here's what i have and i don't really want these grouped into a "fine arts" tech. Also i'd like some help coming up with a few specific techs related to these, however, i don'twant these to be era specific unless it requires a certain tech (animation requires film FE) This is the styles were brought on by people, not tech based ness and cultural rates at which were "advanced" (for lack of better word) varied very very widely. Music - includes instruments, singing, cultural changes, from stuff like bards and minstels to religous music to syphonies. Artwork - drawing, painting, scupting, architecture, etc Dancing - maybe put with music, but i don't know... Gaming - would include stuff from chess to uno and also sports (cuz they're games) Lierature - Books, poems, stories, etc. bards to novelist. That's all i can think of off hand and if u have any ideas dont hesitate to say. > I don't mean to complain or change everything. These are just > suggestions for some minor issues. However, I really think that the > Template technology idea is worth pursuing. I also think that it would help > to have less specific techs and more basic techs that rise in percentage. > Your basic tech system is a very good idea, and I think that it can be > expanded to cover many more topics. > My view is that any process or skill like Architecture should be a > continnum rather than a discrete unit. I will make a complete and detailed > proposal whenever I have enough time to really work. It will not change > your tech tree; it would simply do things like turn Telegraph, Telephone, > and Modem into the basic tech Wire Communication. Instead of having one > lead to another in huge steps, Telephone would be Wire Communication 20% > while Modem is Wire Communication 50%. In between, the technology is > steadily increasing. The earliest modem is 50%, a 28.8 Kbps is 80%, and a > cable or satellite modem is 95%. The Network tech would require Wire > Communication 60%, and when it was invented it too would become a basic > tech. > > The same thing can be done for Radio and other Wireless Communication. > > Now that I have considered it more, my system really isn't a change. It > simply allows RP's to be implemented instantly in the form of increased > percentages, while the current system saves them up and spends them all at > once. > > Sorry I'm not working faster; I currently have three major school projects > and three exams to study for. > > I will have a complete list of effects like the Pesticide and Radio ones > before Christmas. > Okay timewise is fine. Mainly as far as the concept is concerned i think there should be a lot more if its done right, but a few major ones that really changed (or will change) society should have to be researched sep.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:39
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Yes well a lot of techs also have western slant to them too i can even name a few offhand: knighthood, castles, cavalry, monotheism, religious infrastucture. ---- I did have knighthood marked but forgot to comment on it. It seems that knighthood/ninjitsu are analogous and would be good candidates for a template tech. I know that there were important differences, but at the civ level of abstraction they have the same result (knight/ninja).I thought most advanced societies had castles of some sort and I know that cavalry was used by almost everyone. Middle Eastern societies were the first to use it and the West just copied the idea. A Parthian cataphract is about the same thing as a western knight, and the cataphract was developed much earlier. I think that the best way to deal with religion is to make it a basic tech and simply rise in percentage. A certain percentage is a prerequisite for various things. That way we are not implying that one belief is more advanced or 'better' than another. ---- Anyway Tai-Chi, harmony with self/nature and way of enlightenment do for sure as well as prob dualism and discovery of chi because these all represent the religous thought of those places which tend to not be montheistic (that is a western thought) ---- But that does not change the fact that all of this does not do much at all. The only thing the player gets from these techs is ninjas; aside from that it is a massive dead end. By including all of these things, you will actually make players see them as worthless. I know they are not, but in your tech tree they lead nowhere! I might be missing something, but none of these are in the prerequisite list for anything except clinic, ninja, and each other. ---- True, martial arts was also used in the primitve form called wresting in the west. Ninjitsu is definatly orential related but if u can find a non-specific one for this that's fine otherwise i still think we should have it. ---- Perhaps I have not explained myself clearly enough. I do not want to put a dull cardboard tech in front of the player. The non-specific tech is simply a programming description. If the player is playing an eastern culture that player will see 'ninjitsu' and nothing else. If that player is playing a western culture, that player will see 'knighthood' and nothing else. But at the programming level, they are the same thing. If each of these is given a seperate slot on the tech tree, then the tech tree will be larger and needlessly more complex. The player might be forced to research both of them. Because they do the same thing as far as he player is concerned, they should be the same thing. But they should be given a different 'flavor' for different societies. ---- Curballi is defin a western type armor. I'm not too fam with the names of the armor in the east and the only reason i have curballi is because it is an improv over leather armor, but not as good as mail/plate armor...kinda a transition. ---- As someone who really studies military history I can tell you that this difference in armor type means very little to the outcome of battles. It is true that one person in a curballi will probably defeat one person in basic leather. But military victories are rarely determined by such things. Tactics, organization, and logistics all play a far bigger role. Technology in the military only makes a signigigant difference when it allows an army to do something really new. Once again, I would recommend that such fine differences be incorporated into an 'armor' basic tech and not take up space on the tree. ---- I put katana in because it rep the best sword ever made. ---- I know that the katana is a very impressive weapon that is able to slice a machine gun in half, but I don't think it should get a special place in the tech tree for the following reasons: 1. The method of production was very expensive and time consuming. They could only be made for the wealthy. It would be almost impossible to equip an entire Clash sized army with this weapon. 2. Even if you did have an entire army equipped with the best swords ever made, your army would not be much more effective. A well organized and well led fighting force with poor weapons could easily defeat your army if your army was not as skilled. This is ignoring the fact that they could equip an army ten times the size of yours for the amount of production you spent on the katanas. However, you are right about putting in things like the katana. It would add detail and richness ot the game. I would recommend making a 'hand to hand weapons' basic tech and have katanas be about 110% on that scale. ---- I think so. Even today you'd be surprised at how advanced things are getting. ---- Computers are doing some amazing things, but the most advanced robots have less basic brainpower than cockroaches. The difference is that we program them to do something useful. But they cannot really go beyond their programming. The human brain has a neural network architecture that engineers cannot begin to duplicate. I recommend that we stop at Artificial Intellegence that is not really self aware. ---- ...of course u know the idea of basic techs is to help elim some non-basic techs and that's why were using them or we'd have too many. ---- That is exactly my point. I think that most of the engineering technologies on the tech tree could be incorporated into 'basic' techs. For example, is it really necessary to give Breeding, Cellular Structure, Cloning, and Genetic Engineering their own slots? Just say that at Biology 5% you discover breeding, at 40% you discover cell structure, at 80% you discover cloning, and at 95% you learn to alter genes. I don't know what you meant to do by putting Cloning after Genetic Engineering, but that were cloning frogs and plants in the 50's, long before they learned to alter genetic code. ---- other nations would haveto have similar levels of network then so i'm not too sure. ---- If I wanted to, I could send data from my school's T-something line to a 600 BPS modem in an underdeveloped country. ---- but not concrete since it was a major advancement. ---- You are getting a bit too specific. The only use of concrete is that it allows you to build better things. This should be modeled by a rise in the Architecture tech. ---- Music - includes instruments, singing, cultural changes, from stuff like bards and minstels to religous music to syphonies. Artwork - drawing, painting, scupting, architecture, etc Dancing - maybe put with music, but i don't know... Gaming - would include stuff from chess to uno and also sports (cuz they're games) Lierature - Books, poems, stories, etc. bards to novelist. That's all i can think of off hand and if u have any ideas dont hesitate to say. ---- Sounds good; I didn't know you were working on it. ---- but a few major ones that really changed (or will change) society should have to be researched sep. ---- Of course, new things develop. But as soon as they develop that start to grow and improve. We have been cloning things since the 50's, but it was simple stuff and they are constantly improving it. The same thing is true of Planes. They developed as a revolutionary idea, but they had to improve it for years. As I imagine it, new technologies are invented by smart people in our society. After they have the idea, you research to rise the percentage. For example, the Wright Brothers give you Planes 1%. You cannot build an airfleet the next turn, however. You need to build up the level to the proper amount by supporting research. This research rate is of course influenced by other techs like Engineering. A simple WW1 fighter would require Planes 10% and a bomber would need Planes 15%. After that, every new plane you make has power and range based on your Planes level. I know that you already have an Air Transportation basic tech; I am recommending making it include all airplane related things. This should have several benefits. A player that did not care much about technology would not have to get too involved. Thay simply support research and let the numbers grow. A player that was interested in technology could ask for more detail. It would be possible to give descriptions for every 5% change in the basic tech. This technophile would get lots of messages like, "We have discovered Concrete...Our Architecture level has risen 20%." A player that didn't want such details could simply choose to turn this message off. I will make a chart that includes all of the current techs as percentages on basic technologies or as standalone techs. Then we can discuss it in the forums. I promise that I will really work on this in detail as soon as my many final projects have been completed. I have a very rigorous school curriculum. I have been working on and studying Clash stuff, but this is a big task as I will try to have technology effects integrated into every area of the game. PS How will Clash end? I never saw any consensus on this. Will it simply stop at a certain date, or is there some endgame like in civ games? Also, is the 1000 BC starting set in stone? I would like to start much earlier, about 6000 BC. The turns would be something reasonable like 20 years and the attacking (non-garrison) armies would be treated like airplanes. PPS Mark, I just got your e-mail. I think this addresses your concerns about simplicity. A player could get a detailed blow-by-blow account of technical progress if he or she so desired. But others wouldn't be bothered by the excess details. Remember, some people don't really care about tech and are turned off by huge trees. Your idea seems good, but I would recommend clearly marking the starting place of the new tech. That way a player knows that they have only researched a little electronics and do not know 70% of the total sum of electronics knowledge. You are right that players choose the tech ending point. I recommend three levels: Modern: Current technology Near Future: Predictable technologies that are currently being researched. The tech tree ends about 50 years in the future. I think I could do this one well. Far Future: All the sci-fi stuff like sentient computers, psionic powers, cyborgs, cloaking devices, anything that LGJ wants to put in there  If you think this should be posted go ahead. I wanted to wait until I had a complete and more coherent proposal.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:43
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> Yes well a lot of techs also have western slant to them too i can even name > a few offhand: > knighthood, castles, cavalry, monotheism, religious infrastucture. > ---- > I did have knighthood marked but forgot to comment on it. It seems that > knighthood/ninjitsu are analogous and would be good candidates for a > template tech. I know that there were important differences, but at the civ > level of abstraction they have the same result (knight/ninja). > Actually no...its closer to say knight/samari....ninjas were usually pages, diplomats and assasins...ninjitsu is a form of martial arts and weapon training.> I thought most advanced societies had castles of some sort and I know that > cavalry was used by almost everyone. Middle Eastern societies were the > first to use it and the West just copied the idea. A Parthian cataphract is > about the same thing as a western knight, and the cataphract was developed > much earlier. I guess now that i think about the cavalry ur right. but the castles were nothing like european ones. Sure they had walls and has ways to defend against them, but they weren't really fortresses like many of the castles of europe were (until later). Nor did any of them have thick walls or much of the traps that were like those of the european ones. They did have secret rooms and such but no where near ad advanced (artwise maybe more so but for practicality not really, but the practicallity is a realitve trerm). Lets just say that a castle of european make would stand a seige in orient while it wasn't true the other way around (except maybe japan but that's for another reason). > I think that the best way to deal with religion is to make it a basic tech > and simply rise in percentage. A certain percentage is a prerequisite for > various things. That way we are not implying that one belief is more > advanced or 'better' than another. I do have it as a basic tech but there are some religions determined by historians from accross the globe that are more advanced than others. The older "nature worship" and "shamanistic" and "ancestral" religions are considered by a majority of historians and scolars as less advanced. Polytheistic religions like babylonian, egyptian and greece (most so) are more advanced. After that is tends to diverge and many religions such as shintoism which is "nature worship" basically is also quite advanced because it incorperates other ideas from budhism and confuscianism. Basically i think we should keep a few in as follows: Nature Worship (this would include shamanism and non-shamanisic religions) Polytheism (such as greece and hinduism for more advanced version) Monotheism (if u don't know what this means....) Path of Enlightenment (Budhism basically) Elemental Worship/Belief (Earth Fire Water Wind for Europe and Fire Water Wind/Lightning for East sometimes wood and nature also.This wouldn't ness be religion but could be) Harmony with Nature (Tasoism and most other oriental religions) This is certainly a chop in the religious section, but i still think chi should be in there, though u may us "ka" also (this too is oriental in origin though) > Anyway Tai-Chi, harmony with self/nature and way of enlightenment do for > sure as well as prob dualism and discovery of chi because these all > represent the religous thought of those places which tend to not be > montheistic (that is a western thought) > ---- > But that does not change the fact that all of this does not do much at all. > The only thing the player gets from these techs is ninjas; aside from that > it is a massive dead end. By including all of these things, you will > actually make players see them as worthless. I know they are not, but in > your tech tree they lead nowhere! I might be missing something, but none of > these are in the prerequisite list for anything except clinic, ninja, and > each other. First off they also affect culture. They also do produce samari (hehe) but many other stuff. I haven't gone through and put in the details as far as improv/units go thats why it looks like it doesn't do anything. That was my next step when u came and helped and i would appreciate it if u could help in that area cuz if we take out those we haveto take out monotheism to keep things non-biased and people would wonder what happens if all u can develope is polytheistic religions. > True, martial arts was also used in the primitve form called wresting in the > west. Ninjitsu is definatly orential related but if u can find a > non-specific one for this that's fine otherwise i still think we should have > it. > ---- > Perhaps I have not explained myself clearly enough. I do not want to put a > dull cardboard tech in front of the player. The non-specific tech is simply > a programming description. If the player is playing an eastern culture that > player will see 'ninjitsu' and nothing else. If that player is playing a remember were not using "eastern" or "western" cultures. Each culture developes its own methods based on the conditions placed upon them and how the choose to respond to them (and the player also). When u start out u won't choose whether ur chinese or german like in the other civ games. Instead (i'm assuming from what mark says) that u'll choose certain modifiers to start ur culture off with or it will be randomly chosen for each as well as where ur placed. I'm not saying what u said can't be done i just want u to understand what is considered culture by me and mark. If u can come with a way that's fine. > I put katana in because it rep the best sword ever made. > ---- > I know that the katana is a very impressive weapon that is able to slice a > machine gun in half, but I don't think it should get a special place in the > tech tree for the following reasons: > 1. The method of production was very expensive and time consuming. They > could only be made for the wealthy. It would be almost impossible to equip > an entire Clash sized army with this weapon. > 2. Even if you did have an entire army equipped with the best swords ever > made, your army would not be much more effective. A well organized and well > led fighting force with poor weapons could easily defeat your army if your > army was not as skilled. This is ignoring the fact that they could equip an > army ten times the size of yours for the amount of production you spent on > the katanas. > However, you are right about putting in things like the katana. It would > add detail and richness ot the game. I would recommend making a 'hand to > hand weapons' basic tech and have katanas be about 110% on that scale. Also in a skilled hands an army equipped with melee weapons could defeat and army with machine guns and such. Ur right about it being hard to create though. I totally agree. But there was atleast one instances during the "old west" of samari defeating one of the best gunslingers ever in a dual because he was also good in martial arts and jumped behind him and stabbed him. Of course this is a one-on-one battle, but if they are skilled enough it could be done with an entire armies. > ---- > I think so. Even today you'd be surprised at how advanced things are > getting. > ---- > Computers are doing some amazing things, but the most advanced robots have > less basic brainpower than cockroaches. The difference is that we program > them to do something useful. But they cannot really go beyond their > programming. The human brain has a neural network architecture that > engineers cannot begin to duplicate. I recommend that we stop at Artificial > Intellegence that is not really self aware. Um i suggest to read a book called "The End of Work" written by a renowned scientist/economist. I can't think of his name because i borrowed it from the library. Your right that today most computers are quite dumb and can only do programs that we tell them to, however there is currently one working prototype that does learn, not like an AI learns how u play a game and changes strategies, but actually learns like as close to a human as possible is (ie like a Vulcan from Star Trek would, using only logic). This project was actually started several years ago and there working on another prototype now. > I don't know what you meant to do by putting Cloning after Genetic > Engineering, but that were cloning frogs and plants in the 50's, long before > they learned to alter genetic code. Well i really didn't...i think i just put that if u have genetic engineering u can get better at cloning. > other nations would haveto have similar > levels of network then so i'm not too sure. > ---- > If I wanted to, I could send data from my school's T-something line to a 600 > BPS modem in an underdeveloped country. Now u could because businesses invested there...10 years ago if we wanted to set up a WWN we couldn't have included many of them. > Music - includes instruments, singing, cultural changes, from stuff like > bards and minstels to religous music to syphonies. > Artwork - drawing, painting, scupting, architecture, etc > Dancing - maybe put with music, but i don't know... > Gaming - would include stuff from chess to uno and also sports (cuz they're > games) > Lierature - Books, poems, stories, etc. bards to novelist. > > That's all i can think of off hand and if u have any ideas dont hesitate to > say. > ---- > Sounds good; I didn't know you were working on it. > ---- > but a few major ones that really changed (or will change) society should > have to be researched sep. > ---- > Of course, new things develop. But as soon as they develop that start to > grow and improve. We have been cloning things since the 50's, but it was > simple stuff and they are constantly improving it. The same thing is true > of Planes. They developed as a revolutionary idea, but they had to improve > it for years. > > As I imagine it, new technologies are invented by smart people in our > society. After they have the idea, you research to rise the percentage. > For example, the Wright Brothers give you Planes 1%. You cannot build an Actually it would be 0% and prob aircraft not planes so it could be even more generalized because what happens when we no longer need planes but use other aircraft? > airfleet the next turn, however. You need to build up the level to the > proper amount by supporting research. This research rate is of course > influenced by other techs like Engineering. A simple WW1 fighter would > require Planes 10% and a bomber would need Planes 15%. After that, every > new plane you make has power and range based on your Planes level. I know > that you already have an Air Transportation basic tech; I am recommending > making it include all airplane related things. Again use that or something similar for the basic tech because as i'm seeing it and the way thing are headed planes will soon be obsolete because they will either be a> hybrids with helicopters b> electromatically propelled aircraft c> hybrids with spaceshuttes. This is from some reasearch i've been keeping track of over the years. > This should have several benefits. A player that did not care much about > technology would not have to get too involved. Thay simply support research > and let the numbers grow. A player that was interested in technology could > ask for more detail. It would be possible to give descriptions for every 5% > change in the basic tech. This technophile would get lots of messages like, > "We have discovered Concrete...Our Architecture level has risen 20%." A > player that didn't want such details could simply choose to turn this > message off. That sounds fine. Still i think they should be aware of new basic techs reguardless. > I will make a chart that includes all of the current techs as percentages on > basic technologies or as standalone techs. Then we can discuss it in the > forums. I promise that I will really work on this in detail as soon as my > many final projects have been completed. I have a very rigorous school > curriculum. I have been working on and studying Clash stuff, but this is a > big task as I will try to have technology effects integrated into every area > of the game. > > PS How will Clash end? I never saw any consensus on this. Will it simply > stop at a certain date, or is there some endgame like in civ games? Also, > is the 1000 BC starting set in stone? I would like to start much earlier, > about 6000 BC. The turns would be something reasonable like 20 years and > the attacking (non-garrison) armies would be treated like airplanes. Starting date is temp set at 1000bc...this is far from set in stone. The only ending I've seen is autoending at 2100, but i'd like to continue onward if at all possible plus there was a *little* talk of expansions which would take clash further into future as well as fantasy setting. This is of course besides the point mostly for this model, but we are still keeping it in mind when developing our stuff, esp technology. > PPS Mark, I just got your e-mail. I think this addresses your concerns > about simplicity. A player could get a detailed blow-by-blow account of > technical progress if he or she so desired. But others wouldn't be bothered > by the excess details. Remember, some people don't really care about tech > and are turned off by huge trees. Your idea seems good, but I would > recommend clearly marking the starting place of the new tech. That way a > player knows that they have only researched a little electronics and do not > know 70% of the total sum of electronics knowledge. > You are right that players choose the tech ending point. I recommend three > levels: > Modern: Current technology > Near Future: Predictable technologies that are currently being researched. > The tech tree ends about 50 years in the future. I think I could do this > one well. > Far Future: All the sci-fi stuff like sentient computers, psionic powers, > cyborgs, cloaking devices, anything that LGJ wants to put in there  hehe and contacts with other alien civs *chuckles*
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:45
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Actually no...its closer to say knight/samari....ninjas were usually pages, diplomats and assasins...ninjitsu is a form of martial arts and weapon training. --- You're right; I forgot. --- but the castles were nothing like european ones. Sure they had walls and has ways to defend against them, but they weren't really fortresses like many of the castles of europe were (until later). Nor did any of them have thick walls or much of the traps that were like those of the european ones. They did have secret rooms and such but no where near ad advanced (artwise maybe more so but for practicality not really, but the practicallity is a realitve trerm). Lets just say that a castle of european make would stand a seige in orient while it wasn't true the other way around (except maybe japan but that's for another reason). --- So Europeans had Fortification of about 70% and Oriental cultures had Fortification of about 40% --- Basically i think we should keep a few in as follows: Nature Worship (this would include shamanism and non-shamanisic religions) Polytheism (such as greece and hinduism for more advanced version) Monotheism (if u don't know what this means....) Path of Enlightenment (Budhism basically) Elemental Worship/Belief (Earth Fire Water Wind for Europe and Fire Water Wind/Lightning for East sometimes wood and nature also.This wouldn't ness be religion but could be) Harmony with Nature (Tasoism and most other oriental religions)This is certainly a chop in the religious section, but i still think chi should be in there, though u may us "ka" also (this too is oriental in origin though) --- These are fine, but I think they should simply be certain percentages on the religion tech, modified by culture. --- I haven't gone through and put in the details as far as improv/units go thats why it looks like it doesn't do anything. That was my next step when u came and helped and i would appreciate it if u could help in that area cuz if we take out those we haveto take out monotheism to keep things non-biased and people would wonder what happens if all u can develope is polytheistic religions. --- Once again, these techs could be wrapped into the Philosophy basic tech and be a certain percentage in that tech. The level of your philosophy has an impact on your society. --- remember were not using "eastern" or "western" cultures. Each culture developes its own methods based on the conditions placed upon them and how the choose to respond to them (and the player also). When u start out u won't choose whether ur chinese or german like in the other civ games. Instead (i'm assuming from what mark says) that u'll choose certain modifiers to start ur culture off with or it will be randomly chosen for each as well as where ur placed. I'm not saying what u said can't be done i just want u to understand what is considered culture by me and mark. If u can come with a way that's fine. --- I know that, but when I refer to culture I maen, "artistic and religious preference." The player chooses that at the beginning. It is like the city style in civ2. It affects nothing in terms of gameplay; it just looks different. --- Also in a skilled hands an army equipped with melee weapons could defeat and army with machine guns and such. Ur right about it being hard to create though. I totally agree. But there was atleast one instances during the "old west" of samari defeating one of the best gunslingers ever in a dual because he was also good in martial arts and jumped behind him and stabbed him. Of course this is a one-on-one battle, but if they are skilled enough it could be done with an entire armies. --- I was saying that tactics are more important than technology. The martial artist could have stabbed the gunslinger no matter what kind of sword he was using and what kind of gun the gunslinger was using. There should be a Tactics basic technology that affects your armies. I am working on this in more detail, but it isn't really important right now. --- however there is currently one working prototype that does learn, not like an AI learns how u play a game and changes strategies, but actually learns like as close to a human as possible is (ie like a Vulcan from Star Trek would, using only logic). This project was actually started several years ago and there working on another prototype now. --- This probably should still be in far futute, not near future. There is a big difference between learning and being self aware. Insects can learn things, but they are not intellegent. --- Well i really didn't...i think i just put that if u have genetic engineering u can get better at cloning. --- You had genetic engineering as a hard prerequisite for cloning. This is a common misconception, but you are right in that it does help. I would like to wrap all of that into a basic technology. --- Now u could because businesses invested there...10 years ago if we wanted to set up a WWN we couldn't have included many of them. --- World Network probably shouldn't be on the tech tree anyway. It is more like a social and political decision. I didn't think that through enough. --- Actually it would be 0% and prob aircraft not planes so it could be even more generalized because what happens when we no longer need planes but use other aircraft? --- I thought that 0% was no knowledge whatsoever. You have 0% Aircraft in 1000 BC. I used plane as a generic aircraft name. --- Again use that or something similar for the basic tech because as i'm seeing it and the way thing are headed planes will soon be obsolete because they will either be a> hybrids with helicopters b> electromatically propelled aircraft c> hybrids with spaceshuttes. This is from some reasearch i've been keeping track of over the years. --- I would consider all of those to be airplanes, at least as far as the game engine is concerned. --- That sounds fine. Still i think they should be aware of new basic techs reguardless. --- Definitely.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:45
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> but the castles were > nothing like european ones. Sure they had walls and has ways to defend > against them, but they weren't really fortresses like many of the castles of > europe were (until later). Nor did any of them have thick walls or much of > the traps that were like those of the european ones. They did have secret > rooms and such but no where near ad advanced (artwise maybe more so but for > practicality not really, but the practicallity is a realitve trerm). Lets > just say that a castle of european make would stand a seige in orient while > it wasn't true the other way around (except maybe japan but that's for > another reason). > --- > So Europeans had Fortification of about 70% and Oriental cultures had > Fortification of about 40%Well maybe 60 for europe...70's a little high anywhere cept england. > Basically i think we should keep a few in as follows: > Nature Worship (this would include shamanism and non-shamanisic religions) > Polytheism (such as greece and hinduism for more advanced version) > Monotheism (if u don't know what this means....) > Path of Enlightenment (Budhism basically) > Elemental Worship/Belief (Earth Fire Water Wind for Europe and Fire Water > Wind/Lightning for East sometimes wood and nature also.This wouldn't ness be > religion but could be) > Harmony with Nature (Tasoism and most other oriental religions) > > This is certainly a chop in the religious section, but i still think chi > should be in there, though u may us "ka" also (this too is oriental in > origin though) > --- > These are fine, but I think they should simply be certain percentages on the > religion tech, modified by culture. Well maybe for some, but they should also reflect cultures...many didn't and still haven't atleast accepted monotheism while others had religions based around the elements some just used them to augment there religion. Some like path of enlightenment could be for more general purposes though. Basically monotheism and, elemetal worship (not belief) and harmony with nature should be carefully done for differnt cultures. I say it for the latter also since many western religions, esp. Christianity, consider humans need to control nature, not live in harmony with it, of course there can be variations and even mixtures of all these i pointed out. > I haven't gone through and put in the details as far as > improv/units go thats why it looks like it doesn't do anything. That was my > next step when u came and helped and i would appreciate it if u could help > in that area cuz if we take out those we haveto take out monotheism to keep > things non-biased and people would wonder what happens if all u can develope > is polytheistic religions. > --- > Once again, these techs could be wrapped into the Philosophy basic tech and > be a certain percentage in that tech. The level of your philosophy has an > impact on your society. As i refered above that's true but it doesn't needs to also address cultural aspects as well as tech level. > remember were not using "eastern" or "western" cultures. Each culture > developes its own methods based on the conditions placed upon them and how > the choose to respond to them (and the player also). When u start out u > won't choose whether ur chinese or german like in the other civ games. > Instead (i'm assuming from what mark says) that u'll choose certain > modifiers to start ur culture off with or it will be randomly chosen for > each as well as where ur placed. I'm not saying what u said can't be done i > just want u to understand what is considered culture by me and mark. If u > can come with a way that's fine. > --- > I know that, but when I refer to culture I maen, "artistic and religious > preference." The player chooses that at the beginning. It is like the city > style in civ2. It affects nothing in terms of gameplay; it just looks > different. Ok...so what types would we have. since this isn't too hard to impliment I'm thinking we should have more than 4 listen in civ2 and also have other modifiers that could affect how it looks slightly. This would also have to be discussed in the graphics forum. > Also in a skilled hands an army equipped with melee weapons could defeat and > army with machine guns and such. Ur right about it being hard to create > though. I totally agree. But there was atleast one instances during the > "old west" of samari defeating one of the best gunslingers ever in a dual > because he was also good in martial arts and jumped behind him and stabbed > him. Of course this is a one-on-one battle, but if they are skilled enough > it could be done with an entire armies. > --- > I was saying that tactics are more important than technology. The martial > artist could have stabbed the gunslinger no matter what kind of sword he was > using and what kind of gun the gunslinger was using. There should be a > Tactics basic technology that affects your armies. I am working on this in > more detail, but it isn't really important right now. True, but technology is quite important. U could be the greatest tactician ever but if ur army is equipped with bows and swords and ur enemy is equipped with tanks, rifles and rockets ur going to loose. Sure you could probably slow them down a lot, but unless u pumped up the tech research ur screwed. > however there is currently one > working prototype that does learn, not like an AI learns how u play a game > and changes strategies, but actually learns like as close to a human as > possible is (ie like a Vulcan from Star Trek would, using only logic). This > project was actually started several years ago and there working on another > prototype now. > --- > This probably should still be in far futute, not near future. There is a > big difference between learning and being self aware. Insects can learn > things, but they are not intellegent. Well we'll see how it goes. > Now u could because businesses invested there...10 years ago if we wanted to > set up a WWN we couldn't have included many of them. > --- > World Network probably shouldn't be on the tech tree anyway. It is more > like a social and political decision. I didn't think that through enough. Hmm well i think it should as a "possible" implimentation or improvement similar to the wonders in civ2, only this would require other civs to help out. > Actually it would be 0% and prob aircraft not planes so it could be even > more generalized because what happens when we no longer need planes but use > other aircraft? > --- > I thought that 0% was no knowledge whatsoever. You have 0% Aircraft in 1000 > BC. I used plane as a generic aircraft name. No 0% is no knowledge beyond the basic level. And as far as 1000 bc goes they've begun to question that from many findings that they did have knowlege of aircraft of some sort. FE an model airplane was found in an egyptian tomb and it could actually fly. Somewhere in SA there was a ruins where the site looks exactly like a rocket launching site from several years ago, cept there's no rocket (and its made of stone), in india they have some ruins which represent part of a starmap 128,000 years ago, yet the earliest recorded history of civilization wasn't until 40,000 bc. The pyramids in eqypt are also arranged in the exact same pattern. I guess i got really carried away there, but i just hate that most places keep out this stuff cuz it doesn't go with what they have and don't want to change history because they might be proven wrong. > Again use that or something similar for the basic tech because as i'm seeing > it and the way thing are headed planes will soon be obsolete because they > will either be a> hybrids with helicopters b> electromatically propelled > aircraft c> hybrids with spaceshuttes. This is from some reasearch i've > been keeping track of over the years. > --- > I would consider all of those to be airplanes, at least as far as the game > engine is concerned. That's why i say it should just be aircraft istead. FE would u consider a helicopter a plane? and if not then should a hybrid of that go with planes or with helicopters? Space shuttles aren't planes so should the hybrid go with that or spacecraft? That ones trickier. But having aircraft only will allow us to put blimps, hot air balloons, etc in there also.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:46
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Well maybe 60 for europe...70's a little high anywhere cept england. --- The numbers I am giving are just general estimates. --- Well maybe for some, but they should also reflect cultures...many didn't and still haven't atleast accepted monotheism while others had religions based around the elements some just used them to augment there religion. Some like path of enlightenment could be for more general purposes though. Basically monotheism and, elemetal worship (not belief) and harmony with nature should be carefully done for differnt cultures. I say it for the latter also since many western religions, esp. Christianity, consider humans need to control nature, not live in harmony with it, of course there can be variations and even mixtures of all these i pointed out. --- This is exactly why I recommend not using one tech tree for everyone. Each culture group should have a unique religion tech; the progression different for everyone. I think that we should stay with history on this one. --- As i refered above that's true but it doesn't needs to also address cultural aspects as well as tech level. --- Once again, use the template tech idea for culture. Everyone's Philiosphy is different, but does about the same thing. As far as the game engine is concerned everything is just Philosophy X%, but the player sees a tech progression that is accurate to the culture they chose. --- Ok...so what types would we have. since this isn't too hard to impliment I'm thinking we should have more than 4 listen in civ2 and also have other modifiers that could affect how it looks slightly. This would also have to be discussed in the graphics forum. --- The main culture groups I can think of at the moment: North American Natives South American Natives African Natives Pacific Islanders Northern European (Vikings, Scandinavians, Germanic Tribes) Southern European (Greek, Roman, Feudal System) Arab (Islamic) Eurasian Tribes (Mongols, Scythians) Southeast Asia/India China/Japan If you want to change the Asian cultures, go ahead. That was just a rough grouping. --- True, but technology is quite important. U could be the greatest tactician ever but if ur army is equipped with bows and swords and ur enemy is equipped with tanks, rifles and rockets ur going to loose. Sure you could probably slow them down a lot, but unless u pumped up the tech research ur screwed. --- Of Course. I was referring to minor changes like Leather vs. Curballi and Katana vs. a basic sword. --- Well we'll see how it goes. --- For the near future I would include AI that can run a factory, but I think that emotions and sentience are a long way off. Can we agree on that cutoff? --- Hmm well i think it should as a "possible" implimentation or improvement similar to the wonders in civ2, only this would require other civs to help out. --- Exactly. It belongs in Diplomacy. --- No 0% is no knowledge beyond the basic level. --- I was considering 1% flight the ability to get a human off the ground with a powered machine. 1% is the ability to do the minimum level of something. --- And as far as 1000 bc goes they've begun to question that from many findings that they did have knowlege of aircraft of some sort. --- There is a big difference between knowledge and speculation. People have always wanted to fly and have always been dreaming up ways to do it. There is a story from Roman times about someone going to the moon. But people did not actually lift off until 1903. I think the tech tree should measure the ability to actually do something. --- FE an model airplane was found in an egyptian tomb and it could actually fly. --- Any kid can make a rubber band airplane or a balsa wood glider, but it takes a lot of technical skill to make an airplane with a motor capable of moving a person. The egyptians might have known a bit about aerodymanics, but they didn't have the ability to make a motor so they could never fly. --- Somewhere in SA there was a ruins where the site looks exactly like a rocket launching site from several years ago, cept there's no rocket (and its made of stone), in india they have some ruins which represent part of a starmap 128,000 years ago, yet the earliest recorded history of civilization wasn't until 40,000 bc. The pyramids in eqypt are also arranged in the exact same pattern. I guess i got really carried away there, but i just hate that most places keep out this stuff cuz it doesn't go with what they have and don't want to change history because they might be proven wrong. --- I don't think any of this will fit in Clash. It is too far in the past and it is not documented; we don't know what really happened. I think Clash should start when people started recording their history. 6000 BC was about the time of the first big city and the first real writing. --- That's why i say it should just be aircraft istead. FE would u consider a helicopter a plane? and if not then should a hybrid of that go with planes or with helicopters? Space shuttles aren't planes so should the hybrid go with that or spacecraft? That ones trickier. But having aircraft only will allow us to put blimps, hot air balloons, etc in there also. --- Sorry I wasn't being clear. I was using plane to mean any heavier than air craft that uses fixed wings to provide lift. I think that hovering craft should be an entirely different technology. From a military tactics standpoint there are things you can do with helocopters that you simply cannot do with planes. Lumping them into one category would erase that distinction. The hybrid cutoff is based on what the thing can do. If it can hover for extended periods of time it goes with Hovering Flight. If not it goes with Powered Flight. If it goes into space it is an aspect of Space Flight. Otherwise it is still Powered Flight. As for balloons, I would recommend that Lighter than Air Flight is also a seperate technology.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:47
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> Well maybe for some, but they should also reflect cultures...many didn't and > still haven't atleast accepted monotheism while others had religions based > around the elements some just used them to augment there religion. Some > like path of enlightenment could be for more general purposes though. > Basically monotheism and, elemetal worship (not belief) and harmony with > nature should be carefully done for differnt cultures. I say it for the > latter also since many western religions, esp. Christianity, consider humans > need to control nature, not live in harmony with it, of course there can be > variations and even mixtures of all these i pointed out. > --- > This is exactly why I recommend not using one tech tree for everyone. Each > culture group should have a unique religion tech; the progression different > for everyone. I think that we should stay with history on this one. > --- > As i refered above that's true but it doesn't needs to also address cultural > aspects as well as tech level. > --- > Once again, use the template tech idea for culture. Everyone's Philiosphy > is different, but does about the same thing. As far as the game engine is > concerned everything is just Philosophy X%, but the player sees a tech > progression that is accurate to the culture they chose.Ok so how are we going to impliment this. And how many philosophies are there and would it be possible to mix and match from differnt philosophies (i'm asking cuz this is very much so related to the formation of new religions and philosophies as discussed in the social model) > The main culture groups I can think of at the moment: > North American Natives > South American Natives > African Natives > Pacific Islanders > Northern European (Vikings, Scandinavians, Germanic Tribes) > Southern European (Greek, Roman, Feudal System) > Arab (Islamic) > Eurasian Tribes (Mongols, Scythians) > Southeast Asia/India > China/Japan > If you want to change the Asian cultures, go ahead. That was just a rough > grouping. Some more to add: Celtic Natives Arab (Pre-islamic) These should diverge somewhat later or condense FE: Japan and China were 2 completly differnt countries do to several affects mongolian invasion of china, japan's feudal system, but in the begining that's fine. SE asia is completly differnt from india in the way things should be presented and shown . Also we still have to deal with what they'd look like in modern days and how many differnt types they're be. Heres my proposal. Note that all these are post-industial: African Natives Northern Europe Southern Europe Eastern Europe/Russia Eastern US/E. Canada Western US/W/NW Canada Central/S. Americas Arabian/Sahara Deserts Central and Southern Africa India SE Asia China Japan Oceana Anyway this is just a rouge guess so feel free to edit it. > For the near future I would include AI that can run a factory, but I think > that emotions and sentience are a long way off. Can we agree on that > cutoff? Yea fully automated factories is fine. > No 0% is no knowledge beyond the basic level. > --- > I was considering 1% flight the ability to get a human off the ground with a > powered machine. 1% is the ability to do the minimum level of something. We'll haveto see cuz that was completly differnt from what i had. > I don't think any of this will fit in Clash. It is too far in the past and > it is not documented; we don't know what really happened. I think Clash > should start when people started recording their history. 6000 BC was about > the time of the first big city and the first real writing. That's fine its just we should give ancient cultures a measure of well diginity that they were more advanced than we were/are in some area. This would be modeled in a loss over time. I don't think that every culture in ancient times should be represented as it was in civ2, ie really technologically inferior in every way. Sure they didn't have cars or planes but they were exceellent architects, astonomers, engineers, etc. Civ2 was made on outdated data and we know now that these cultures weren't as dumb as we thought. > That's why i say it should just be aircraft istead. FE would u consider a > helicopter a plane? and if not then should a hybrid of that go with planes > or with helicopters? Space shuttles aren't planes so should the hybrid go > with that or spacecraft? That ones trickier. But having aircraft only will > allow us to put blimps, hot air balloons, etc in there also. > --- > Sorry I wasn't being clear. I was using plane to mean any heavier than air > craft that uses fixed wings to provide lift. I think that hovering craft > should be an entirely different technology. From a military tactics > standpoint there are things you can do with helocopters that you simply > cannot do with planes. Lumping them into one category would erase that > distinction. > The hybrid cutoff is based on what the thing can do. If it can hover for > extended periods of time it goes with Hovering Flight. If not it goes with > Powered Flight. If it goes into space it is an aspect of Space Flight. Okay what if it could go in space, but not to orbit, but just for better speed between cities? And hovering a helicopter or rotaty-bladed hovering isn't the same as electro-magnetic hovering. > As for balloons, I would recommend that Lighter than Air Flight is also a > seperate technology. So how many do we have then? Some things on the basic tech chart would also require seperate things being discovered that wouldn't be learned on the basic techs as they progress (ie the major breakthroughs in history that mark was talking about) --- I was planning on including that. Foe Example, You can never get Ships beyond a certain level if you don't have Steel Working. Well i meant that in this case steel working wouldn't be linked with an instant discovery based on metallurgy tech level but would have to be reasearched seperatly. Also i think u should be careful on how u limit the advancement of ships and others since even today we're improving the quality of these ships (mainly for sports and leisure, but it would still be practical if the tech levels wouldn't have changed)
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:47
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Ok so how are we going to impliment this. And how many philosophies are there and would it be possible to mix and match from differnt philosophies (i'm asking cuz this is very much so related to the formation of new religions and philosophies as discussed in the social model) --- When I was discussing philosophy, I was refererring to things like Chivalry or Way of the Blade that almost everyone in your society will accept. But your concerns about the social model do need to be considered. They should fit into this model. The religion/philosophy that you choose is the dominant one. All of the others are minority cultural agents that develop after you meet other cultures. This can change if your civ is doing badly; if another civ is doing better than yours, your people will start to look up to them and shift to their culture. Also, it is still possible to have competing philosophies within a broad cultural group. There were many competing Greek philosophied like Stoic and Epicurean, but they were all Greek. --- Some more to add: Celtic Natives Arab (Pre-islamic) --- Arabs developed Islam just as Europeans developed Christianity. They were still the same people. This culture group would develop Islam eventually, just as Oriental cultures would develop Chi aftr a while. I think that making Celts seperate is too much detail. I would consider them part of the Northern European group that also includes vikings, germanic tribes, etc. If we had a seperate culture for every tribe like that there would be thousands of cultures. For example, Thai and Vietmanese are different in more ways than Celts and Vikings are different. --- These should diverge somewhat later or condense FE: Japan and China were 2 completly differnt countries do to several affects mongolian invasion of china, japan's feudal system, but in the begining that's fine. --- Remember that I consider government to be independent of culture in this context. --- SE asia is completly differnt from india in the way things should be presented and shown --- You're right. --- Also we still have to deal with what they'd look like in modern days and how many differnt types they're be. Heres my proposal. Note that all these are post-industial:African Natives -OK Northern Europe -OK Southern Europe -OK Eastern Europe/Russia -I forgot them. Eastern US/E. Canada -? Western US/W/NW Canada -How are these two really different? Central/S. Americas -OK Arabian/Sahara Deserts -OK Central and Southern Africa -How is this different from African Natives? India -OK SE Asia -OK China - Japan -In terms of art and religion, Japanese and Chinese cultures are very similar; or close enough at the macro level. Oceana -Pacific Islanders? We'll haveto see cuz [1% vs. 0%] was completly differnt from what i had. --- Could you elaborate? --- That's fine its just we should give ancient cultures a measure of well diginity that they were more advanced than we were/are in some area. This would be modeled in a loss over time. I don't think that every culture in ancient times should be represented as it was in civ2, ie really technologically inferior in every way. Sure they didn't have cars or planes but they were exceellent architects, astonomers, engineers, etc. Civ2 was made on outdated data and we know now that these cultures weren't as dumb as we thought. --- It is true that ancient cultures often did very well with what they had, but the simple fact is that we have far more. Consider astronomy. Ancient astronomers did amazing things, considering they only had eyesight and simple math. But that does not change the fact that we know far more than they did about every aspect of the skies. We simply have better technology to look at and analyze the stars, and as a result we know more than they did by a factor of millions. When it comes to things like art I totally agree. I would put almost any ancient culture at 150% of modern ability in the Fine Arts. --- Okay what if it could go in space, but not to orbit, but just for better speed between cities? And hovering a helicopter or rotaty-bladed hovering isn't the same as electro-magnetic hovering. --- If the purpose of something is move from point A to point B on Earth, then it would be Powered Flight. How are helicopter really different from EM hovercrafts? They do the same thing. We have propellers, jets, and stealth all lumped into the one technology of Powered Flight, so why is this different enough to be seperate? --- So how many do we have then? --- Powered Flight, Hover Flight, and Lighter than Air Flight. --- Well i meant that in this case steel working wouldn't be linked with an instant discovery based on metallurgy tech level but would have to be reasearched seperatly. Also i think u should be careful on how u limit the advancement of ships and others since even today we're improving the quality of these ships (mainly for sports and leisure, but it would still be practical if the tech levels wouldn't have changed) --- I would consider the very first Steel working to be Metal Working of maybe 35%. They had steel weapons around 100 BC. After that it slowly increased until they were able to use steel for many more things. There was no single revolutionary thing except maybe the Bessemer Process. And the result of that would be equivalent of raising Metal Working about 10% at most. Technology usually does not advance in huge leaps. It increases as a result of people slowly improving things over many years. With the limiting factors, I was thinking more in terms of soft prerequisites. After you get ships of X%, it becomes harder to increase them. The difficulty increases the farther you advance beyond that percentage.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:48
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> Ok so how are we going to impliment this. And how many philosophies are > there and would it be possible to mix and match from differnt philosophies > (i'm asking cuz this is very much so related to the formation of new > religions and philosophies as discussed in the social model) > --- > When I was discussing philosophy, I was refererring to things like Chivalry > or Way of the Blade that almost everyone in your society will accept. > But your concerns about the social model do need to be considered. They > should fit into this model. The religion/philosophy that you choose is the > dominant one. All of the others are minority cultural agents that develop > after you meet other cultures. This can change if your civ is doing badly; > if another civ is doing better than yours, your people will start to look up > to them and shift to their culture. > Also, it is still possible to have competing philosophies within a broad > cultural group. There were many competing Greek philosophied like Stoic and > Epicurean, but they were all Greek.Ok I'll wait and see when its done...Any idea since i know this is really my last week as to when that might be the case? > Some more to add: > Celtic Natives > Arab (Pre-islamic) > --- > Arabs developed Islam just as Europeans developed Christianity. They were > still the same people. This culture group would develop Islam eventually, > just as Oriental cultures would develop Chi aftr a while. > I think that making Celts seperate is too much detail. I would consider > them part of the Northern European group that also includes vikings, > germanic tribes, etc. If we had a seperate culture for every tribe like > that there would be thousands of cultures. For example, Thai and Vietmanese > are different in more ways than Celts and Vikings are different. Actually, no, not really before Christinaity most of Europe was either Greeko-Roman or Germanic-like. Same was true for arabia and Islam. > These should diverge somewhat later or condense FE: > Japan and China were 2 completly differnt countries do to several affects > mongolian invasion of china, japan's feudal system, but in the begining > that's fine. > --- > Remember that I consider government to be independent of culture in this > context. If its art ur talking about that's okay, but culturally they were vastly diff. > SE asia is completly differnt from india in the way things should be > presented and shown > --- > You're right. > Also we still have to deal with what they'd look like in modern days and how > many differnt types they're be. Heres my proposal. Note that all these are > post-industial: > > African Natives -OK > Northern Europe -OK > Southern Europe -OK > Eastern Europe/Russia -I forgot them. > Eastern US/E. Canada -? > Western US/W/NW Canada -How are these two really different? > Central/S. Americas -OK > Arabian/Sahara Deserts -OK > Central and Southern Africa -How is this different from African Natives? > India -OK > SE Asia -OK > China - > Japan -In terms of art and religion, Japanese and Chinese cultures are very > similar; or close enough at the macro level. > Oceana -Pacific Islanders? If u've lived in one side of the US and the other you'll see a drastic diff. In the way people live. Out in the west, cept along coast, people are much more spread out and have diff values in many places which go against enviroemental ways also. In the east there are many more cities and roads and the lifestyle is completely diff. Art is the same basically. Religion for modern day China/Japan isn't. Its almost compeletly diff as can be. China is still rooted very much to its old ways cept for Christianity and Japan has embraced secularism and ways of US cept for Christianity and Islam. They still have things like Christmas (secular reason) and some psudeo-Christian/Shintoism type religions, but its not the same (2% total pop.) so in terms of modern day Japan is both a western and eastern country which is why it needs its own i think for modern times, maybe not ancient. Then again Japan was the only country to have samari and ninja types. China, Korea, Mongolia, etc didn't. Anyway it doesn't really matter for the latter if its just artwise and religion wise ur talking about. > We'll haveto see cuz [1% vs. 0%] was completly differnt from what i had. > --- > Could you elaborate? 0% in my terms would be the very basic knowledge of what is ness to know that basic tech. 100% would be double basic knowledge. It won't appear until u've got the related techs ness to develope them so ur right when u say a lot of things will be at 0%, but they will not even show up as possible so in essence its like saying there at -1% or something. I'm assuming for urs 100% is equal to modern times since 1% is ness for any implimentation. > That's fine its just we should give ancient cultures a measure of well > diginity that they were more advanced than we were/are in some area. This > would be modeled in a loss over time. I don't think that every culture in > ancient times should be represented as it was in civ2, ie really > technologically inferior in every way. Sure they didn't have cars or planes > but they were exceellent architects, astonomers, engineers, etc. Civ2 was > made on outdated data and we know now that these cultures weren't as dumb as > we thought. > --- > It is true that ancient cultures often did very well with what they had, but > the simple fact is that we have far more. Consider astronomy. Ancient > astronomers did amazing things, considering they only had eyesight and > simple math. But that does not change the fact that we know far more than > they did about every aspect of the skies. We simply have better technology > to look at and analyze the stars, and as a result we know more than they did > by a factor of millions. > When it comes to things like art I totally agree. I would put almost any > ancient culture at 150% of modern ability in the Fine Arts. Yes we have progressed far more so than many of the ancient cultures. But that was only recently, 1800s or somewhere around then. There are still a few things they were higher at than were still are (such as the egyptians and their tech related to sound), but that's not relivant to this model i don't think. Basically up until near the end of Rome in the west and very ancient times in India and about 800 or so in China was when things were still remembered. As far as art goes this was true of many cities in ancient times, but maybe not quite that high, with a few exceptions. > Okay what if it could go in space, but not to orbit, but just for better > speed between cities? And hovering a helicopter or rotaty-bladed hovering > isn't the same as electro-magnetic hovering. > --- > If the purpose of something is move from point A to point B on Earth, then > it would be Powered Flight. > How are helicopter really different from EM hovercrafts? They do the same > thing. We have propellers, jets, and stealth all lumped into the one > technology of Powered Flight, so why is this different enough to be > seperate? EM propulsion is vastly diff. It uses a whole different way of keeping above ground, propelling and movement. Proppeller like craft keep themselves up by esentially trying to lighten themselves by wind currents so they can take off and keep them spinning to continue movement. EM propulsion uses the eletro-magnetic spectrum to "charge" the craft with energy which can repel it off of the surface like opposite magnets. The charge has to be maintained, but the way its done is so fundamentally diff than any other way we've tried to fly. > So how many do we have then? > --- > Powered Flight, Hover Flight, and Lighter than Air Flight. > Well i meant that in this case steel working wouldn't be linked with an > instant discovery based on metallurgy tech level but would have to be > reasearched seperatly. Also i think u should be careful on how u limit the > advancement of ships and others since even today we're improving the quality > of these ships (mainly for sports and leisure, but it would still be > practical if the tech levels wouldn't have changed) > --- > I would consider the very first Steel working to be Metal Working of maybe > 35%. They had steel weapons around 100 BC. After that it slowly increased > until they were able to use steel for many more things. There was no single > revolutionary thing except maybe the Bessemer Process. And the result of > that would be equivalent of raising Metal Working about 10% at most. > Technology usually does not advance in huge leaps. It increases as a result > of people slowly improving things over many years. > With the limiting factors, I was thinking more in terms of soft > prerequisites. After you get ships of X%, it becomes harder to increase > them. The difficulty increases the farther you advance beyond that > percentage. Ok well remember that things like iron and copper working still have to have access to appropraite materials before they can be discovered at all.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:49
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Ok I'll wait and see when its done...Any idea since i know this is really my last week as to when that might be the case? --- I hadn't planned on changing the social model. I am working with the tech tree. I was just trying to say that my changes to the tree would not really change the social model. --- Actually, no, not really before Christinaity most of Europe was either Greeko-Roman or Germanic-like. Same was true for arabia and Islam. --- I don't understand what you are saying. I already had planned on Northern European (Germanic) and Southern European (Greco-Roman). Both of these became Christian, just as arabs bacame Moslems. --- If u've lived in one side of the US and the other you'll see a drastic diff. In the way people live. Out in the west, cept along coast, people are much more spread out and have diff values in many places which go against enviroemental ways also. In the east there are many more cities and roads and the lifestyle is completely diff. --- I am not talking about ANY of that stuff. I am only concerned with general things like military units, architectural styles, and cultural trends that last for centuries. You are talking about social model stuff, the temporary attitudes of the people. --- Art is the same basically. Religion for modern day China/Japan isn't. Its almost compeletly diff as can be. China is still rooted very much to its old ways cept for Christianity and Japan has embraced secularism and ways of US cept for Christianity and Islam. They still have things like Christmas (secular reason) and some psudeo-Christian/Shintoism type religions, but its not the same (2% total pop.) so in terms of modern day Japan is both a western and eastern country which is why it needs its own i think for modern times, maybe not ancient. --- My model is meant to handle the early part of the tech tree, before globalization started to mix cultures a lot. I simply wanted to avoid forcing a culture to research, for example, both Chivalry and Way of the blade. --- Then again Japan was the only country to have samari and ninja types. China, Korea, Mongolia, etc didn't. --- Is it possible to assume that China just never went into that part of the tech tree, or did they have something different that did the same thing? I think it would be reasonable to say that they are the same culture but the Japanese developed this tech while the Chinese did not. --- 0% in my terms would be the very basic knowledge of what is ness to know that basic tech. 100% would be double basic knowledge. It won't appear until u've got the related techs ness to develope them so ur right when u say a lot of things will be at 0%, but they will not even show up as possible so in essence its like saying there at -1% or something. I'm assuming for urs 100% is equal to modern times since 1% is ness for any implimentation. --- The word zero means nothing. If you know more than nothing you know more than zero. I don't think players would like to put effort into research, be told that they discovered something, and then see that they are at level zero. --- EM propulsion is vastly diff. It uses a whole different way of keeping above ground, propelling and movement. Proppeller like craft keep themselves up by esentially trying to lighten themselves by wind currents so they can take off and keep them spinning to continue movement. EM propulsion uses the eletro-magnetic spectrum to "charge" the craft with energy which can repel it off of the surface like opposite magnets. The charge has to be maintained, but the way its done is so fundamentally diff than any other way we've tried to fly. --- Instead if thinking about the results and applications of something, you are concentrating on how something works. EM crafts may work very differently, but in the end that do the same thing helicopters do. They are powered, heavier than air craft capable of hovering for extended periods of time. Sure they are better and different, but they basically do the same thing. --- Ok well remember that things like iron and copper working still have to have access to appropraite materials before they can be discovered at all. --- OKPS The cultures I listed were meant to be both ancient and medieval, and in fact are almost the same as your list for modern cultures.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:50
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> Ok I'll wait and see when its done...Any idea since i know this is really my > last week as to when that might be the case? > --- > I hadn't planned on changing the social model. I am working with the tech > tree. I was just trying to say that my changes to the tree would not really > change the social model.Never said to. Just wanted to make sure u were aware of what was in it and have been keeping up to date with it. And I guess u don't have an answer to my second question? > Actually, no, not really before Christinaity most of Europe was either > Greeko-Roman or Germanic-like. Same was true for arabia and Islam. > --- > I don't understand what you are saying. I already had planned on Northern > European (Germanic) and Southern European (Greco-Roman). Both of these > became Christian, just as arabs bacame Moslems. Art style for example was completly diff in pre-islamic. Islamics can't paint/sculpt anything that's of God so they couldn't really do anything artwise cept buildings and with their writing (which is it is considered one of the most artistic in the world). Before this there were no real constraints. Similar things happened when Chrisitianity came into being in Europe, though not quite as drastic. Mainly most of the artwork had to be of religious nature or it couldn't be done at all. > If u've lived in one side of the US and the other you'll see a drastic diff. > In the way people live. Out in the west, cept along coast, people are much > more spread out and have diff values in many places which go against > enviroemental ways also. In the east there are many more cities and roads > and the lifestyle is completely diff. > --- > I am not talking about ANY of that stuff. I am only concerned with general > things like military units, architectural styles, and cultural trends that > last for centuries. You are talking about social model stuff, the temporary > attitudes of the people. Cultural trends vary but the rest is prob the same. > Art is the same basically. Religion for modern day China/Japan isn't. Its > almost compeletly diff as can be. China is still rooted very much to its > old ways cept for Christianity and Japan has embraced secularism and ways of > US cept for Christianity and Islam. They still have things like Christmas > (secular reason) and some psudeo-Christian/Shintoism type religions, but its > not the same (2% total pop.) so in terms of modern day Japan is both a > western and eastern country which is why it needs its own i think for modern > times, maybe not ancient. > --- > My model is meant to handle the early part of the tech tree, before > globalization started to mix cultures a lot. I simply wanted to avoid > forcing a culture to research, for example, both Chivalry and Way of the > blade. Ok well that's fine in early times, though you might consider something inbetween. Doesn't have to be right now since we can see how it goes. But for modern times its almost inevitable that that be so. > Then again Japan was the only country to have > samari and ninja types. China, Korea, Mongolia, etc didn't. > --- > Is it possible to assume that China just never went into that part of the > tech tree, or did they have something different that did the same thing? I > think it would be reasonable to say that they are the same culture but the > Japanese developed this tech while the Chinese did not. China had a feudalistic time period, but it was quite short and so didn't have time for such. Mongol warriors were prob similar to samari though. Don't quote me but i don't think they had any really truly samari type warriors for China. The closest i can think of would be the guards for the emperor and his advisors. > 0% in my terms would be the very basic knowledge of what is ness to know > that basic tech. 100% would be double basic knowledge. It won't appear > until u've got the related techs ness to develope them so ur right when u > say a lot of things will be at 0%, but they will not even show up as > possible so in essence its like saying there at -1% or something. I'm > assuming for urs 100% is equal to modern times since 1% is ness for any > implimentation. > --- > The word zero means nothing. If you know more than nothing you know more > than zero. I don't think players would like to put effort into research, be > told that they discovered something, and then see that they are at level > zero. Well we can replace 0 with a more euphaistic thing like "Basic" > EM propulsion is vastly diff. It uses a whole different way of keeping > above ground, propelling and movement. Proppeller like craft keep > themselves up by esentially trying to lighten themselves by wind currents so > they can take off and keep them spinning to continue movement. EM > propulsion uses the eletro-magnetic spectrum to "charge" the craft with > energy which can repel it off of the surface like opposite magnets. The > charge has to be maintained, but the way its done is so fundamentally diff > than any other way we've tried to fly. > --- > Instead if thinking about the results and applications of something, you are > concentrating on how something works. EM crafts may work very differently, > but in the end that do the same thing helicopters do. They are powered, > heavier than air craft capable of hovering for extended periods of time. > Sure they are better and different, but they basically do the same thing. In some ways yes, but i think they should have their own section also. We can always get rid of it if it turns out to be unness. It would prob be easier than adding it later if need be. > PS The cultures I listed were meant to be both ancient and medieval, and in > fact are almost the same as your list for modern cultures. Yea, but a few have changed like china/japan have seperated moreso do to WWII and some cultures have ceased to exist for all intese purposes, such as Native American Tribes.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:50
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Never said to. Just wanted to make sure u were aware of what was in it and have been keeping up to date with it. And I guess u don't have an answer to my second question? --- Crunch time here at school is almost over; i will be able to finalize things shortly. I'll definitely be done before Christmas. --- Art style for example was completly diff in pre-islamic. Islamics can't paint/sculpt anything that's of God so they couldn't really do anything artwise cept buildings and with their writing (which is it is considered one of the most artistic in the world). Before this there were no real constraints. Similar things happened when Chrisitianity came into being in Europe, though not quite as drastic. Mainly most of the artwork had to be of religious nature or it couldn't be done at all. --- Buildings are the main thing I was talking about. The player won't see art galleries or anything; they see the buildings their people make. I just want to see pagodas in an Oriental city and cathedrals in a Eurpean city, rather than the same thing for everyone like civ had. --- Well we can replace 0 with a more euphaistic thing like "Basic" --- OK, but I thought you didn't like words like Basic or Advanced. --- In some ways yes, but i think they should have their own section also. We can always get rid of it if it turns out to be unness. It would prob be easier than adding it later if need be. --- I'll add a basic tech called EM propulsion. You can't get far beyond Hover flight 130% if you don't have it, and it is also a soft prerequisite for high levels of Space Flight and Powered Flight. --- Yea, but a few have changed like china/japan have seperated moreso do to WWII and some cultures have ceased to exist for all intese purposes, such as Native American Tribes. --- Of course cultures get wiped out. But I think it would be fun to try to play a Native American people and try to make them the dominant culture on the planet.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:51
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> Art style for example was completly diff in pre-islamic. Islamics can't > paint/sculpt anything that's of God so they couldn't really do anything > artwise cept buildings and with their writing (which is it is considered one > of the most artistic in the world). Before this there were no real > constraints. Similar things happened when Chrisitianity came into being in > Europe, though not quite as drastic. Mainly most of the artwork had to be > of religious nature or it couldn't be done at all. > --- > Buildings are the main thing I was talking about. The player won't see art > galleries or anything; they see the buildings their people make. I just > want to see pagodas in an Oriental city and cathedrals in a Eurpean city, > rather than the same thing for everyone like civ had.Hmm I might do some research on there architecture if i have time. > Well we can replace 0 with a more euphaistic thing like "Basic" > --- > OK, but I thought you didn't like words like Basic or Advanced. Only when refering to they level of various techs such as basic flight and advanced flight. > In some ways yes, but i think they should have their own section also. We > can always get rid of it if it turns out to be unness. It would prob be > easier than adding it later if need be. > --- > I'll add a basic tech called EM propulsion. You can't get far beyond Hover > flight 130% if you don't have it, and it is also a soft prerequisite for > high levels of Space Flight and Powered Flight. OK > Yea, but a few have changed like china/japan have seperated moreso do to > WWII and some cultures have ceased to exist for all intese purposes, such as > Native American Tribes. > --- > Of course cultures get wiped out. But I think it would be fun to try to > play a Native American people and try to make them the dominant culture on > the planet. Yea, but the thing is we have no way of knowning how'd they're culture would evolve in medevil/modern types so we'd haveto use another graphics from another culture.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:51
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Hmm I might do some research on there architecture if i have time. --- Just enough to get the right pictures for various structures. --- Yea, but the thing is we have no way of knowning how'd they're culture would evolve in medevil/modern types so we'd haveto use another graphics from another culture. --- I think that we can make some fairly good guesses about what the buildings would look like. For example, most North American natives would keep using wood, but the buildings would get larger and more advanced. South American cultures would keep using stone, but as they developed better tech they would learn to carve stone better and the buildings would improve. But by modern times, things would start to look the same.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:52
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Listen I was thinking of a good way to show the decrease in techs do to not over time do to not keeping of with teaching them to future gen. and here's what I have come up with: Each basic tech requires 1 point per percentage (multiplied by cultural acceptance factor) to keep at the current level, anything above it put into reaseaching better technology for that basic tech, This only affects basic techs, however, if it goes below what is required for something to be discovered, then it should be lost, including if it is needed to be seperatly researched off the tech chart. |
Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:53
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Sounds like a great solution. It is workable, easy to understand, and accurate to the real world. But there is one concern. I was planning on having a certain percentage of a basic tech be a prerequisite for others, for example Mechanics 60% is needed for Powered Flight. If the Mechanics percentage fell below that, what would happen to Powered Flight? Would it disappear, or just fall at a faster rate? Also, doing something should be taken into consideration. If you are building a huge fleet of airplanes, it should be harder for the tech to fall. Perhaps the player could get RP's for constructing things. This would be realistic and accurate, but there is the possibility of the player finding a way to abuse it. |
Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:54
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> Sounds like a great solution. It is workable, easy to understand, and > accurate to the real world. But there is one concern. I was planning on > having a certain percentage of a basic tech be a prerequisite for others, > for example Mechanics 60% is needed for Powered Flight. If the Mechanics > percentage fell below that, what would happen to Powered Flight? Would it > disappear, or just fall at a faster rate?U wouldn't loose powered flight, but couldn't andvance in it and would begin to loose slowly up until u got to mechanics 55% or 60% at which time it would be completly forgotten since ur people just don't understand enough basic mechanics to work with powered flight. Also anything currently built will still be around, but might degrade over time from lack of understanding of matinence. It prob wouldn't go away quickly and could still be used for a while unless mechanics went waaaay down. > Also, doing something should be taken into consideration. If you are > building a huge fleet of airplanes, it should be harder for the tech to > fall. Perhaps the player could get RP's for constructing things. This > would be realistic and accurate, but there is the possibility of the player > finding a way to abuse it. That should be handled with the cultural modifiers, FE it'd be pretty hard to build that huge fleet in the first place if ur people were totally against it.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:55
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That should be handled with the cultural modifiers, FE it'd be pretty hard to build that huge fleet in the first place if ur people were totally against it.I was thinking of the military buildup in World War 2. If your country is in danger or is being attacked, your people should be more willing to fight. I hated that in Civ2 in a Democracy someone could sneak attack you and force a peace treaty before you could retaliate.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:56
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Sorry to bother u, just seeing if there's anything i can review since its almost xmas BTW Happy Chrsitmas! |
Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 17:58
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There are a few paralyzing concerns with the tech tree that I need to deal with before I can do more. I'm really sorry I didn't let you know about these sooner; I've been a lot busier than I thought I would be. I need to know about the following, most of which are prerequisite problems:Flight can be reached in only three steps: Wheel, Mechanics, Flight. What am I missing? Aeroelectric Power can be obtained too early as well: Wheel, Mechanics, Wind Mill, Machinery, Areoelectric Power. Was it assumed that electric power is another prerequisite for this? I don't want to add prerequisites without permission. Telegraph, Light Bulb, Supercomputer and Microelectronics have no prerequisites. A few less important concerns: Atomic Theory has soft prerequisites of Microscope and Computer. It seems to me that microscopes are useless for this, as they give no clue about atomic properties. They used cyclotrons and CRT's, among other things, to find the properties of matter. Also, It seems that Atomic Theory should be a prerequisite for electronics and computers, not the other way around. There are many redundant prerequisites. For example, Windmill requires Machinery and Wheel, but Wheel is already a prerequisite for Machinery. --- As far as something to review, here is the military model I have. The list is basic techs followed by what happens at specific percentages, which percentages will probably need to be refined. Any techs listed will, of course, also have to be discovered before that percentage can be reached, But they are considered a soft prerequisite. It might also be possible to skip steps, but we should be careful about that. 'Influenced By X' means that that tech X is a soft prerequisite for the tech, and will also speed up the tech research if it is at a high level. Gunpowder is assumed to influence anything that needs it. Personal Armor: 0-10% leather/wood/reeds, 10-20% Curballi, 20-30% Bronze, 30-40% Iron, 40-60% Steel, 60-100% Composites (i.e. Kevlar, but I think we should avoid brand names.) From 0-60% this is influenced by Metallurgy, then after 60% the Synthetics percentage increases your research speed. Personal Melee Weapons: A simple 0-100% scale with no gradients except culture specific stuff like Katana, Influenced by metallurgy skill. Personal Missile Weapons: 0-10% spear/rock/dart, 10-30% advanced spear/simple bow/atl-atl/sling, 30-40% composite bow/longbow/really primitive gun, 40-60% guns, 60-80% rifles, 80-100% automatic weapons Artillery: 0-30% Catapult/Ballista/Trebuchet, 30-60% cannon, 60-100% modern artillery Influenced by Mechanics Non-Infantry or Mobile Units (Name Suggestion Needed): 0-10% battlewagon, 10-20%: chariot, 20-60% horsemen/cavalry, 60-100% armor Influeaced by Breeding and the three Personal military techs until 60%, then Mechanics and Artillery after 60%. Lighter than Air Flight: 0-40% balloons, 40-100% zepplin/blimp Powered Flight: 0-20 planes, 20-40 monoplanes, 40-90 jets, 90-100 stealth Hover Flight: 0-120% Helicopters, 120%+ EM Hovercraft --- Again, sorry I haven't done more. I've been in over my head lately.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 18:00
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> There are a few paralyzing concerns with the tech tree that I need to deal > with before I can do more. I'm really sorry I didn't let you know about > these sooner; I've been a lot busier than I thought I would be. I need to > know about the following, most of which are prerequisite problems: > > Flight can be reached in only three steps: Wheel, Mechanics, Flight. What > am I missing?Are u talking about planes and such or ballons and hang gliders? I know for either a basic understanding of how birds use their wings...lets see...if its just hang glider and balloon the wheel wouldn't be ness. Also the theory of gravity might also come in handy or atleast a high physics level. > Aeroelectric Power can be obtained too early as well: Wheel, Mechanics, Wind > Mill, Machinery, Areoelectric Power. Was it assumed that electric power is > another prerequisite for this? I don't want to add prerequisites without > permission. Yea, of some level or another. > Telegraph, Light Bulb, Supercomputer and Microelectronics have no > prerequisites. All these had some level of electronics basic tech rq...supercomputer and microelectronics um also have computer basic tech of high level for development. > A few less important concerns: > > Atomic Theory has soft prerequisites of Microscope and Computer. It seems > to me that microscopes are useless for this, as they give no clue about > atomic properties. They used cyclotrons and CRT's, among other things, to > find the properties of matter. Also, It seems that Atomic Theory should be > a prerequisite for electronics and computers, not the other way around. Um well maybe neither as far as the last prereqs go, just high math and physics for atomic theory then, but for development of anything beyond just the theory electronics and some degree of computer tech is ness. > There are many redundant prerequisites. For example, Windmill requires > Machinery and Wheel, but Wheel is already a prerequisite for Machinery. Yea i tried to get rid of most of them. Makse sure some weren't "soft" prereqs as apposed to ness prereqs. > As far as something to review, here is the military model I have. The list > is basic techs followed by what happens at specific percentages, which > percentages will probably need to be refined. Any techs listed will, of > course, also have to be discovered before that percentage can be reached, > But they are considered a soft prerequisite. It might also be possible to > skip steps, but we should be careful about that. > > 'Influenced By X' means that that tech X is a soft prerequisite for the > tech, and will also speed up the tech research if it is at a high level. > Gunpowder is assumed to influence anything that needs it. > > Personal Armor: 0-10% leather/wood/reeds, 10-20% Curballi, 20-30% Bronze, > 30-40% Iron, 40-60% Steel, 60-100% Composites (i.e. Kevlar, but I think we > should avoid brand names.) From 0-60% this is influenced by Metallurgy, > then after 60% the Synthetics percentage increases your research speed. Note that if we use any metals that civ must have access through mines or trade of them otherwise they will skip those techs. This is one thing i'm pretty adamant on sticking with since i seen it as a glaring oversight in the civ games that all civs develope copper working, iron working, etc, when there might not be any in there area to work with. > Personal Melee Weapons: A simple 0-100% scale with no gradients except > culture specific stuff like Katana, Influenced by metallurgy skill. Ok well this should also have something to do with local resources as far as a few go. FE a katana can't be created w/o iron and steel working (or rather steel working since steel requires iron) > Personal Missile Weapons: 0-10% spear/rock/dart, 10-30% advanced > spear/simple bow/atl-atl/sling, 30-40% composite bow/longbow/really > primitive gun, 40-60% guns, 60-80% rifles, 80-100% automatic weapons Again should be culture specific (ie shuriken). Also crossbows came before primitive guns, but after composite bows. As far as guns and rifles go...isn't it usually the other way around since its easier to get better range and accurancy from longer barrels and such which is why the first guns made were rifles. > Artillery: 0-30% Catapult/Ballista/Trebuchet, 30-60% cannon, 60-100% modern > artillery Influenced by Mechanics Good. Just need gunpowder for the last 2. Hehe it might be kinda interesting to have a cannon like Final Fantasy 7. ^_^ > Non-Infantry or Mobile Units (Name Suggestion Needed): 0-10% battlewagon, > 10-20%: chariot, 20-60% horsemen/cavalry, 60-100% armor > Influeaced by Breeding and the three Personal military techs until 60%, then > Mechanics and Artillery after 60%. modern armor (tanks) also is heavily dependant on computers and is as someone who used to be in the military pointed out to me, much much differnt than world war 2 tanks. > Lighter than Air Flight: 0-40% balloons, 40-100% zepplin/blimp um maybe add cold-air ballons or something for the really high altitude ones...that would be near 100%, assuming 100% is modern. > Powered Flight: 0-20 planes, 20-40 monoplanes, 40-90 jets, 90-100 stealth stealth planes isn't really better flying it should be left somewhere else and incorperated into powered flight. > Hover Flight: 0-120% Helicopters, 120%+ EM Hovercraft I would allow development of EM hovercraft before then since we currently have some things that use this priciple today (monorail, rollercoaster FE)
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 18:04
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Are u talking about planes and such or ballons and hang gliders? I know for either a basic understanding of how birds use their wings...lets see...if its just hang glider and balloon the wheel wouldn't be ness. Also the theory of gravity might also come in handy or atleast a high physics level. --- I was asking what you were talking about. I simply see a tech called 'Flight' that could be the third thing the civ researches. --- Um well maybe neither as far as the last prereqs go, just high math and physics for atomic theory then, but for development of anything beyond just the theory electronics and some degree of computer tech is ness. --- Atomic Theory should probably be a hard prerequisite for any electronics. After all, you have to know about electrons in order to use them to do things. They had a really good grasp of Atomic Theory before any computers were made. By the way, what do you consider Electronics to be? I think of it as transistors and other semiconductor devices. --- Note that if we use any metals that civ must have access through mines or trade of them otherwise they will skip those techs --- That is what I was thinking, but I don't want someone to instantly get a high level because that were deprived of a metal. FE if we are not careful a civ with bronze and iron might have to work hard to get to a high percent while a civ with iron only could get that level for free. --- Ok well this should also have something to do with local resources as far as a few go. FE a katana can't be created w/o iron and steel working (or rather steel working since steel requires iron) --- But overall in this tech people have compensated for lack of resources, so they shouldn't be hurt by lack of something. --- Again should be culture specific (ie shuriken). --- Of course --- Also crossbows came before primitive guns, but after composite bows. --- Crossbows, primitive guns, longbows, and composite bows have about the same power and range. An English longbow had the penetrating power of a .30 caliber bullet. The difference lies in the techs you already have. FE if your Chemistry is higher you develop a gun and if your Mechanics is higher you get a crossbow. --- As far as guns and rifles go...isn't it usually the other way around since its easier to get better range and accurancy from longer barrels and such which is why the first guns made were rifles. --- Rifles were not used widely until the 1800's. Until then they used muskets and other smoothbore guns. --- Hehe it might be kinda interesting to have a cannon like Final Fantasy 7. ^_^ --- If you mean the Mako Cannon I think that should be treated more like a nuclear weapon. But you can do whatever you want in the Far Future tech. --- modern armor (tanks) also is heavily dependant on computers and is as someone who used to be in the military pointed out to me, much much differnt than world war 2 tanks. --- I forgot that. Say that 85-100% is Computerized Armor. --- um maybe add cold-air ballons or something for the really high altitude ones...that would be near 100%, assuming 100% is modern. --- Those don't really have military use as far as I know. --- stealth planes isn't really better flying it should be left somewhere else and incorperated into powered flight. --- I disagree. Almost all modern air combat uses radar and missiles, so stealth gives a big advantage in combat and bombing missions. I didn't just mean engines in the scale; the percentage reflects overall ability. --- I would allow development of EM hovercraft before then since we currently have some things that use this priciple today (monorail, rollercoaster FE) --- But they don't have any military use. I consider 100% of a tech to be represented by the best application the public knows about as of January 1, 2000. We don't know of any hovercraft in current military service, so 100% Hover Flight would be the Comanche.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 18:05
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> Are u talking about planes and such or ballons and hang gliders? I know > for either a basic understanding of how birds use their wings...lets > see...if its just hang glider and balloon the wheel wouldn't be ness. Also > the theory of gravity might also come in handy or atleast a high physics > level. > --- > I was asking what you were talking about. I simply see a tech called > 'Flight' that could be the third thing the civ researches.Okay that was prob a leftover from before i remodeled it. I think i was intending it to be hang gliders and such. > Um well maybe neither as far as the last prereqs go, just high math and > physics for atomic theory then, but for development of anything beyond > just the theory electronics and some degree of computer tech is ness. > --- > Atomic Theory should probably be a hard prerequisite for any electronics. > After all, you have to know about electrons in order to use them to do > things. They had a really good grasp of Atomic Theory before any computers > were made. By the way, what do you consider Electronics to be? I think of > it as transistors and other semiconductor devices. I see it as the internal hardware for most of the devices that are on there, requardless of whether is transitors, microchips or vaccume tubes. > Note that if we use any metals that civ must have access through mines > or trade of them otherwise they will skip those techs > --- > That is what I was thinking, but I don't want someone to instantly get a > high level because that were deprived of a metal. FE if we are not careful > a civ with bronze and iron might have to work hard to get to a high percent > while a civ with iron only could get that level for free. Yes, but it can be made to be balanced and i think its too much a part of history and such that we need to have it in there. Besides this is prob one point i won't budge on. I already did with horses cuz i renamed then animal-riding and such, but I really won't budge on that issue. As far as g ame balancing goes, it shouldn't be too hard to give them other advantages if ness. Also lets say u skipped broze working and went strait to iron. U'd still haveto spend some time researching these which is why i think they should be put outside the metallurgy scale and researched sep. This will make it much easier. > Ok well this should also have something to do with local resources as > far as > a few go. FE a katana can't be created w/o iron and steel working (or > rather steel working since steel requires iron) > --- > But overall in this tech people have compensated for lack of resources, so > they shouldn't be hurt by lack of something. On the contrary they should. If they were truly good managers of civilization they'd know to atleast invest enough resources to make certain items of what they want, in this case katanas. They might be specializaed elsewhere, but that doesn't mean we shouldn't slight them for ignoring areas (or atleast considering other things lower priority). You may know how to make a bridge FE, but without the proper materials it doesn't do no good. True that these materials can vary somewhat, but if u know only how to make a specific kind of bridge u need those materials in particular. The same pricipal is applied to swords, or weapons in general. > Also crossbows came before primitive guns, but after composite bows. > --- > Crossbows, primitive guns, longbows, and composite bows have about the same > power and range. An English longbow had the penetrating power of a .30 > caliber bullet. The difference lies in the techs you already have. FE if > your Chemistry is higher you develop a gun and if your Mechanics is higher > you get a crossbow. OK > As far as guns and rifles go...isn't it usually the other way around since > its easier to get better range and accurancy from longer barrels and such > which is why the first guns made were rifles. > --- > Rifles were not used widely until the 1800's. Until then they used muskets > and other smoothbore guns. Yea i know but rifles still came before handguns. > modern armor (tanks) also is heavily dependant on computers and is as > someone who used to be in the military pointed out to me, much much > differnt than world war 2 tanks. > --- > I forgot that. Say that 85-100% is Computerized Armor. OK > um maybe add cold-air ballons or something for the really high altitude > ones...that would be near 100%, assuming 100% is modern. > --- > Those don't really have military use as far as I know. Oh okay i forgot this was for military purposes! Yea ur right there. > stealth planes isn't really better flying it should be left somewhere > else and incorperated into powered flight. > --- > I disagree. Almost all modern air combat uses radar and missiles, so > stealth gives a big advantage in combat and bombing missions. I didn't just > mean engines in the scale; the percentage reflects overall ability. Still that comes as an overall increase in all areas of military, not just aircraft and it would be kinda redundant to put stealth subs, stealth planes, stealth tanks... mainly most of these stealth advances in the latter half of the century have come from advances in differnt types of radar and how to avoid them so u might add a basic tech for either stealth or radar. It just makes it easier to incorperate a stealth battleship if u really wanted to instead of stealth fighters for some reason. > I would allow development of EM hovercraft before then since we > currently have some things that use this priciple today (monorail, > rollercoaster FE) > --- > But they don't have any military use. I consider 100% of a tech to be > represented by the best application the public knows about as of January 1, > 2000. We don't know of any hovercraft in current military service, so 100% > Hover Flight would be the Comanche. Ok. Well u did bring up something i wanted to talk about in another way. That is what basic techs rep. Is it to current modern levels or my original idea of simply a percentage beyond the basic knowledge of that technology. The only reason i have a prob with the former is because, well acutally 2 (but 1 is easier to solve than the other). 1> What determines 100%? Is it the highest level achieved thusfar or is it closer to most of the rest of the world if one civ is really ahead in an area. Take the case i had for agriculture. The US produces more food than any other nation per acre. France is second, but much closer to the rest of the world. The US produces over 400% more food per acre than france so should France or US rep the 100% mark? 2> How will we determine what future techs start out at? Some might be easy, but what about some of the more advanced ones, esp far future ones.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 18:07
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Okay that was prob a leftover from before i remodeled it. I think i was intending it to be hang gliders and such. --- OK, but I still think it is a bit too early. --- I see it as the internal hardware for most of the devices that are on there, requardless of whether is transitors, microchips or vaccume tubes. --- OK --- Also lets say u skipped broze working and went strait to iron. U'd still haveto spend some time researching these which is why i think they should be put outside the metallurgy scale and researched sep. This will make it much easier. --- I don't understand this. --- Still that comes as an overall increase in all areas of military, not justv aircraft and it would be kinda redundant to put stealth subs, stealth planes, stealth tanks... mainly most of these stealth advances in the latter half of the century have come from advances in differnt types of radar and how to avoid them so u might add a basic tech for either stealth or radar. It just makes it easier to incorperate a stealth battleship if u really wanted to instead of stealth fighters for some reason. --- It's not like you research all of this seperately. You simply ask scientists to make better stuff and this is what happens. There is no real difference; your stuff is just at a higher percentage. I see all of the labels as meaningless; the real value is simply the percentage. But you are right in that once stealth is discovered, it can be used for lots of things. I will have to work on that. --- Ok. Well u did bring up something i wanted to talk about in another way. That is what basic techs rep. Is it to current modern levels or my original idea of simply a percentage beyond the basic knowledge of that technology. --- I think that 0% is no knowledge whatsoever and 100% is the best human knowledge at 2000 AD. Between that, it is a linear scale of ability. --- The only reason i have a prob with the former is because, well acutally 2 (but 1 is easier to solve than the other). 1> What determines 100%? Is it the highest level achieved thusfar or is it closer to most of the rest of the world if one civ is really ahead in an area. Take the case i had for agriculture. The US produces more food than any other nation per acre. France is second, but much closer to the rest of the world. The US produces over 400% more food per acre than france so should France or US rep the 100% mark? --- As the best, the US is at 100%. But that would mean the rest of the world is at or below 25%. Maybe we should use a logarithmic scale instead of a linear one. That would probably be better, and now that I think about it I set my military stuff to a log scale. --- 2> How will we determine what future techs start out at? Some might be easy, but what about some of the more advanced ones, esp far future ones. --- For far future stuff, set 100% to be the highest that the player can get. 0% is still no knowledge and 1% is minimal knowledge.PS I won't get done as fast as I thought. I'm really sorry. Is there a deine for version 4, because if there is I will finish what that demo needs.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 18:09
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> Okay that was prob a leftover from before i remodeled it. I think i was > intending it to be hang gliders and such. > --- > OK, but I still think it is a bit too early.Well did u consider basic tech levels also? > Also lets say u skipped broze working and went strait to iron. > U'd still haveto spend some time researching these which is why i think > they should be put outside the metallurgy scale and researched sep. This > will make it much easier. > --- > I don't understand this. Ok i'm a civ who never had access to tin which is required for bronze working. Now i have plenty of iron and eventually i develope iron working, takes a little longer but i do it. Then low and behold i discover this other civ has bronze working which i've never heard of. My reasearchers trade some and since we know a lot about metallurgy it doesn't take too long to figure out, but it does take a little while. > Still that comes as an overall increase in all areas of military, not > justv aircraft and it would be kinda redundant to put stealth subs, stealth > planes, stealth tanks... mainly most of these stealth advances in the latter > half of the century have come from advances in differnt types of radar and > how to avoid them so u might add a basic tech for either stealth or radar. > It just makes it easier to incorperate a stealth battleship if u really > wanted to instead of stealth fighters for some reason. > --- > It's not like you research all of this seperately. You simply ask > scientists to make better stuff and this is what happens. There is no real > difference; your stuff is just at a higher percentage. I see all of the > labels as meaningless; the real value is simply the percentage. But you are > right in that once stealth is discovered, it can be used for lots of things. > I will have to work on that. OK see what u come up with then. > Ok. Well u did bring up something i wanted to talk about in another > way. That is what basic techs rep. Is it to current modern levels or my > original idea of simply a percentage beyond the basic knowledge of that > technology. > --- > I think that 0% is no knowledge whatsoever and 100% is the best human > knowledge at 2000 AD. Between that, it is a linear scale of ability. > --- > The only reason i have a prob with the former is because, well acutally > 2 (but 1 is easier to solve than the other). > 1> What determines 100%? Is it the highest level achieved thusfar or is > it closer to most of the rest of the world if one civ is really ahead in an > area. Take the case i had for agriculture. The US produces more food > than any other nation per acre. France is second, but much closer to the > rest of the world. The US produces over 400% more food per acre than france > so should France or US rep the 100% mark? > --- > As the best, the US is at 100%. But that would mean the rest of the world > is at or below 25%. Maybe we should use a logarithmic scale instead of a > linear one. That would probably be better, and now that I think about it I > set my military stuff to a log scale. > --- > 2> How will we determine what future techs start out at? Some might be > easy, but what about some of the more advanced ones, esp far future > ones. > --- > For far future stuff, set 100% to be the highest that the player can get. > 0% is still no knowledge and 1% is minimal knowledge. Um that would get confusing then for the player because they may have agriculture at 340% and then have something like cybernetics at 17%. > PS I won't get done as fast as I thought. I'm really sorry. Is there a > deine for version 4, because if there is I will finish what that demo needs. Demo 4 is out, but mark wants the new tech model in for ver 5 if poss. The only thing we wanted was a few ancient techs and their respective basic techs. No more than 5-6, just to see if it will work.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 18:11
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Um that would get confusing then for the player because they may have agriculture at 340% and then have something like cybernetics at 17%. --- Why would that be confusing? The player will have been researching agriculture for thousands of years, and cybernetics for about a dozen. Those levels would make sense in those circumstances. --- Demo 4 is out, but mark wants the new tech model in for ver 5 if poss. The only thing we wanted was a few ancient techs and their respective basic techs. No more than 5-6, just to see if it will work. --- When should this be done by?
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 18:13
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> Um that would get confusing then for the player because they may have > agriculture at 340% and then have something like cybernetics at 17%. > --- > Why would that be confusing? The player will have been researching > agriculture for thousands of years, and cybernetics for about a dozen. > Those levels would make sense in those circumstances.Ok see what about electronics where will it start out at? They wouldn't have been reasearching that for thousands of years and yet ur saying that it should be at 100% for modern times as well as agriculture. Either u'd have to make the scaling quite rapid for electronics or start it up really high (like 70%). U should stick with one scale for the entire thing, either mine or yours not both. > Demo 4 is out, but mark wants the new tech model in for ver 5 if poss. > The > only thing we wanted was a few ancient techs and their respective basic > techs. No more than 5-6, just to see if it will work. > --- > When should this be done by? Didn't say...you'd haveta talk to him.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 18:15
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Ok see what about electronics where will it start out at? They wouldn't have been reasearching that for thousands of years and yet ur saying that it should be at 100% for modern times as well as agriculture. Either u'd have to make the scaling quite rapid for electronics or start it up really high (like 70%). U should stick with one scale for the entire thing, either mine or yours not both. --- In my tech model, I will use a 0-100% scale for every tech, where 0% is no knowledge, 1% is minimal knowledge, and 100% is the highest level of the tech as of January 1, 2000. If everyone decides to change these percentages to something else, it will be easy to convert. The 0-100% scale is a lot easier for me to work with. Note that all future techs I am dealing with are just a higher level of current knowledge in some field. I am not insisting that the final model be this way; I just want to work with that system for now.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 18:17
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> Ok see what about electronics where will it start out at? They wouldn't > have been reasearching that for thousands of years and yet ur saying > that it should be at 100% for modern times as well as agriculture. Either > u'd have to make the scaling quite rapid for electronics or start it up > really high (like 70%). U should stick with one scale for the entire thing, > either mine or yours not both. > --- > In my tech model, I will use a 0-100% scale for every tech, where 0% is no > knowledge, 1% is minimal knowledge, and 100% is the highest level of the > tech as of January 1, 2000. If everyone decides to change these percentages > to something else, it will be easy to convert. The 0-100% scale is a lot > easier for me to work with. Note that all future techs I am dealing with > are just a higher level of current knowledge in some field. I am not > insisting that the final model be this way; I just want to work with that > system for now.OK.. Well now that we got that cleared up, do u have a new relative date u think u'll be ready to send me what u have?
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 18:19
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Okay, here it is. After many false starts and failures, I think I have something that works. This scale only covers scientific and engineering progrss; specific social ideas are left untouched as they can't fit in this model. Broad, contiguous techs are defined as percentages from zero to a hundred. Zero percent represents no knowledge, 1% represents minimal knowledge, and 100% represents the highest level of application as of January 1, 2000. The scale is logarithmic, with each 10% increase representing approximately a doubling in knowledge or skill. This might not be entirely accurate, but it works for now and we can rescale it later.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. No military techs are included here. All names are preliminary. Feel free to come up with better ones. I will define all techs in the following format: Name--Prerequisite(s) For example: Water Transport--Access to water Levels of progress in the tech, as well as former techs it includes. These techs will be discovered as your level of the tech raises. Note that these are not necessarily linear discoveries. Dependencies. These are techs that aid this technology at certain percentages. The higher your level in the listed tech(s), the faster you research this tech. If a certain level of a dependency is a prerequisite, it will have an asterisk with the percentage beside it. If there is no dependency, None is listed. For example, consider Water Transport. At first, boats are made of wood, so the Water Transport tech is dependent on Woodworking. It requires some woodworking skill to make a boat, so you need a certain percentage of that before you can build a boat. After that, a higher Woodworking skill means that your Water Transport tech raises faster. After a while, about 50% Water Transport, wooden ships have reached their limit and ships need to be made of metal. So at that point, the Water Transport tech depends on Metal Working. But metal ships require good metal working, so you must have a certain percentage before you can make them. You also need to power the ships, so the Water Transport tech level also depends on your Portable Power Generation tech. The dependency line then looks like this: 0%-Woodworking(*20%)-50%-Metal Working(*40%)-100% 0%-Portable Power Generation-100% Note that the tech does not rise automatically as the tech levels of the dependencies rise. It must still be researched individually. A higher level means that each RP spent gives more increase in the tech. Effects. What the tech naturally does, if anything. I will start with basic techs and then go on to applications. Biology (Organism Structure) Biology, Microbiology 0%-None-50%-Optics(*20%)-100% Chemistry Alchemy, Chemistry 0%-None-100% Communication Diplomacy, Propaganda 0%-None-100% Increases your ability to communicate with and manipulate others. Helps with trading, diplomatic relations, and controlling your people. Ecology and Geology (Planetary Sciences) Ecology, Theory of Evolution, Greenhouse Theory 0%-None-100% Decreases the environmental impact of your civ's actions. Government 0%-None-100% Increases the effectiveness and efficiency of the government. Higher levels make people happier and run the country more efficiently. Mathematics Arithmetic, Algebra, Calculus, Statistics, Nonlinear Math 0%-Computational Hardware-100% Aids the progress of all techs; vital to scientific growth. Physics-Mechanics Ballistics, Theory of Gravity, Theory of Physics 0%-None-100% Physics-Electromagnetics--Access to Metal Theory of Magnetism, Discovery of Wave Spectra, Atomic Theory, Quantum Physics, Quantum Mechanics 0%-None-60%-Electronics(*10%)-100% ---- Agriculture Plow, Drainage, Irrigation, Crop Rotation, Fertilizer, Pesticides 0%-Biology, Ecology and Geology, Chemistry-100% Higher levels feed more people per acre, but also have increased environmental impact per acre. Higher levels also make crop failure due to natural disasters less likely. Air Travel Balloons, Planes, Jets 0%-Physics-Mechanics(*30%)-10%-Portable Power Generation(*40%), Woodworking(*50%)-40%-Portable Power Generation(*60%), Metalworking(*50%)-100% 0%-Physics-Mechanics-100% Allows goods and people to be moved by air. 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. Brick/Cement/Stone 0%-None-40%-Chemistry-100% 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. Ceramics Pottery, Glass 0%-Chemistry-100% Communication Systems and Media Written Language, Clay Tablets, Papyrus, Paper, Printing Press, Telegraph, Telephone, Radio, Television, Wireless Communication, Computer Networks 0%-None-10%-Chemistry-30%-Mechanical Engineering-50%-Electronics(*1%)-100% Aids the progress of all techs. Increases your ability to spread information. Also has the effect of making your population more culturally homogenized. Computational Hardware Abacus, Slide Rule, Analog Computer, Digital Computer 0%-None-20%-Electronics(*10%)-100% Computer Software--Computational Hardware 20% Software, AI, Genetic Algorithms 0%-Computational Hardware, Mathematics-100% Aids the progress of all techs. Electronics--Power Generation 40% Radar, Microelectronics, Laser, Holograms 0%-Physics-Electromagnetics, Metal Working, Synthetics, Ceramics-100% Fabric/Leather 0%-None-100% Needed to make many things Genetics Breeding, Genetics, Cloning, Genetic Engineering 0%-Mathematics-30%-Biology(*70%)-100% Improves agricultural production and anything using animals. Industrial Engineering/Management Factory, Assembly Line 0%-None-100% Increases production, uses resources and manpower more efficiently. Land Transport Devices Cart, Wagon, Automobile 0%-Mechanical Engineering, Portable Power Generation-100% Allows goods and people to be moved faster and more efficiently. Mass Tansit Systems Railroad, Monorail, Mass Transit 0%-Mechanical Engineering(*10%)-70%-Electronics(*70%)-100% 0%-Architecture, Industrial Engineering/Management-100% Allows goods and people to be moved faster and more efficiently. Mechanical Engineering Wheel, Mechanics, Machinery 0%-Woodworking-30%-Metalworking(*20%)-80%-Synthetics(*10%)-100% 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. Metalworking--Access to Metals Copper Working, Bronze Working, Metallurgy, Iron Working, Steel Working, Aluminum Working, Alloy 0%-Chemistry-100% Optics Mirror, Telescope, Microscope, Fiber Optics 0%-Ceramics(*20%)-50%-Physics-Electromagnetics(*20%), Ceramics-100% Portable Power Generation People, Animals, Sails, Steam Engines, Gas Engines, Rockets, Jets 0%-Genetics-30%-Mechanical Engineering(*30%), Chemistry-100% 0%-Mechanical Engineering-100% Power Generation Windmill, Water Mill, Power Plants 0%-Mechanical Engineering(*5%)-40%-Mechanical Engineering(*30%), Chemistry-100% 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. Space Travel 0%-Portable Power Generation(*85%), Physics-Mechanics(*85%), Electronics,-100% Synthetics Silicon Semiconductors, Composites 0%-Chemistry(*70%)-100% Water Transport--Access to water River Boat, Ships 0%-Woodworking(*20%)-50%-Metal Working(*40%)-100% 0%-Portable Power Generation-100% Allows goods and people to be moved by river and sea. Woodworking--Access to wood 0%-None-100% That should cover everything, but I have a nagging feeling that I am missing something. If you see anything that needs to be added or changed, let me know.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 18:20
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I'm replying before i read more than your into so if this is answered in the rest of the email just say so.What do you mean by specific social isssues? Do u mean like the differnt types of religions as they advance or things like abolishment of slavery or what? Have you done anything with the social advances at all?
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 18:21
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I meant things like abolishment of slavery. Things like that are single events, not continuously increasing processes. I couldn't think of anything I could do that would improve what you already have.As for religions, I don't know what kind of template techs you wanted to include. I have some things for these, but as of now it is not as good as the current model.
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 18:22
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For right now I’m sending you what I have corrected. For space and to make it a little easier I cropped off what wasn’t changed. This was just a quick review and by no means complete. Also the only thing I know you forgot offhand was Economics.I also didn’t receive any specific techs (unless those were the ones listed below the basic techs) I’m waiting for everything you’ve got before I publically post this update. Biology (Organism Structure) 0%-None-50%-Optics(*20%)-80%-Computational Hardware (*70)r-100% Chemistry-Alchemy Chemistry 0%-Alchemy-20%-Mathematics (*1)-100% Diplomacy (formerly Communication) Helps with trading, diplomatic relations, and controlling your people. Ecology Ecology, Theory of Evolution, Greenhouse Theory 0%-Biology, Geology-100% Decreases the environmental impact of your civ's actions. Geology
Oil Drilling 0-Mathamatics-100% Mathematics Arithmetic, Algebra, Calculus, Statistics, Nonlinear Math, Zero
Physics: Mechanics-Theory of Physics Ballistics, Theory of Gravity 0%-Mathamatics (*15)-100% Air Travel Balloons, Planes, Jets, Helicopters, Blimps Brick/Cement/Stone (Not sure if ness) Ceramics (Not sure if ness) I think we could get by with just glassworking Communication Systems and Media Aids the progress of all techs. Increases your ability to spread information. Also has the effect of making your population more culturally homogenized. Can also cause civil unrest do to easier access to information. Computational Hardware Abacus, Slide Rule, Analog Computer, Digital Computer, Supercomputer
Genetics 0%-Mathematics-30%-Biology(*70%), Computatiomal Hardware (*60%)-100% Industrial Engineering/Management 0%-Economics-100% Portable Power Generation 0%-Genetics-30%-Mechanical Engineering(*30%) Power Generation (*30), Chemistry-100% Space Travel 0%-Portable Power Generation(*85%), Physics-Mechanics(*85%), Electronics, Air Travel (*20)-100% Synthetics Silicon Semiconductors, Composites, Plastic Water Transport--Access to water
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Richard Bruns Prince NC, USA Nov 1999
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posted February 01, 2000 18:23
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For right now I’m sending you what I have corrected. For space and to make it a little easier I cropped off what wasn’t changed. This was just a quick review and by no means complete. Also the only thing I know you forgot offhand was Economics. --- I just realized that I had forgotten to add an important application tech:Resource Gathering Fishing, Mining, Oil Drilling 0%-Ecology and Geology-100% Affects the ability of your civ to collect resources from the environment. --- I also didn’t receive any specific techs (unless those were the ones listed below the basic techs) --- 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. --- I’m waiting for everything you’ve got before I publically post this update. --- I don't understand. What else did you need? ------- 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. --- 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. --- Diplomacy (formerly Communication) Helps with trading, diplomatic relations, and controlling your people. --- OK --- 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? --- 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. --- Mathematics Arithmetic, Algebra, Calculus, Statistics, Nonlinear Math, Zero --- OK --- Physics: Mechanics-Theory of Physics Ballistics, Theory of Gravity 0%-Mathamatics (*15)-100% --- OK, but don't forget that Mathematics already acts as a soft prerequisite for everything. Sorry I didn't explain that. --- Air Travel Balloons, Planes, Jets, Helicopters, Blimps --- OK --- 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? --- Ceramics (Not sure if ness) I think we could get by with just glassworking. --- You are probably right. --- Communication Systems and Media Aids the progress of all techs. Increases your ability to spread information. Also has the effect of making your population more culturally homogenized. Can also cause civil unrest do to easier access to information. --- That makes sense. --- Computational Hardware Abacus, Slide Rule, Analog Computer, Digital Computer, Supercomputer --- OK --- Genetics 0%-Mathematics-30%-Biology(*70%), Computatiomal Hardware (*60%)-100% --- High level Biology already requires Computational Hardware (or Electronics). I tried to avoid redundant prerequisites like that. Also, Computer Software can be considered a soft prerequisite for all techs. --- Industrial Engineering/Management 0%-Economics-100% --- OK --- 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. --- 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. --- Synthetics Silicon Semiconductors, Composites, Plastic --- OK --- Water Transport--Access to water --- How is this different? Did something get cut off?
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