Wisp Posted October 29, 2009 Share Posted October 29, 2009 Also, each pixel on the map=7km, at the equator. Further away it equals less. Also, each pixel on the map=7.5km, at the equator. Further away it equals less. I'll update the key and change Sere's colour now. Maps updated.Whoops, I wrote one of those down, then thought I hadn't put it in yet. The correct one is 7. Hegemony-Spain Link to comment Share on other sites More sharing options...
The_Mather1 Posted October 29, 2009 Share Posted October 29, 2009 [spoiler=Tech tree] Twitter: @TheMather1 Link to comment Share on other sites More sharing options...
Tact Posted October 29, 2009 Share Posted October 29, 2009 I thought this RP with strictly medieval? I'd hate to spoil things by bringing aboard spaceships and long range missiles... Link to comment Share on other sites More sharing options...
VEGHATERMEATLOVER Posted October 29, 2009 Share Posted October 29, 2009 I thought we were not advancing at all? it would be nice to advance however. Link to comment Share on other sites More sharing options...
The_Mather1 Posted October 29, 2009 Share Posted October 29, 2009 I thought this RP with strictly medieval? I'd hate to spoil things by bringing aboard spaceships and long range missiles...The time rate is still 1:365 so in three years or so it'll be logical to have come that far(if the thread survives that long). Twitter: @TheMather1 Link to comment Share on other sites More sharing options...
Nero Posted October 29, 2009 Share Posted October 29, 2009 Roman Army:50 Veltites200 Hastati100 Principes50 Triarii50 Equites50 Archers The Roman army has started making raids into the barbarian lands on the borders, bringing back slaves and wealth. Vienna Raszyn Warsaw Klushino Link to comment Share on other sites More sharing options...
Wisp Posted October 29, 2009 Share Posted October 29, 2009 Ok, I made a tech tree. Anyone can follow this. In fact, I think we should have an "official" tech tree. This only covers a few things though.[hide=Tree][/hide][hide=Descriptions of Tech]Basic Farming:Requires: NoneAllows Agriculture Irrigation:Requires: Basic FarmingIncreases crop yields around sources of fresh water Crop Rotation:Requires: Basic FarmingAllows use of the same fields over multiple years Basic Fertilizers:Requires: Irrigation, Crop RotationAllows larger scale farming, increases yields by 25% Farmsteads/Ranches:Requires: Basic Fertilizers, Animal HusbandryAllows production of Farmsteads/Ranches, where citizens can work, and food is produced more efficiently Food Preservation:Requires: IrrigationAllows excess food to be stored from year to year. Herding:Requires: NoneAllows domestification, and use of animals. Animal Husbandry:Requires: HerdingImproves the yields of livestock. Basic Mining:Requires: Access to a mine or quarryAllows mining Copper Working:Requires: Basic Mining, Copper Mine/SourceAllows production of Copper Copper Tools:Requires: Copper WorkingIncreases mining, farming, and infrastructural efficiency Copper Armor:Requires: Copper WorkingAllows production of copper armor, increases unit Defense Copper Weapons:Requires: Copper WorkingAllows production of copper weapons, increases unit Attack Iron Working:Requires: Basic Mining, Iron Mine/SourceAllows production of iron Iron Tools:Requires: Iron WorkingIncreases mining, farming, and infrastructural efficiency Iron Armor:Requires: Iron WorkingAllows production of copper armor, increases unit Defense Iron Weapons:Requires: Iron WorkingAllows production of iron weapons, increases unit Attack Advanced MetalworkingRequires: Iron Weapons, Iron Armor, Copper Weapons, Copper ArmorIncreases production efficiency of metal related buildings/objects by 50% Basic Construction:Requires: NoneAllows Construction Naval Specialization:Requires: Basic ConstructionUnlocks Ship techs Basic Ship BuildingRequires: Naval SpecializationAllows construction of basic ships (ie: Fishing boat) Fishing: Requires: Basic Ship BuildingAllows fishing (note: fishing from boat, not from shore.) Medium Ship BuildingRequires: Basic Ship BuildingAllows production of more advanced ships, ie: longboats Advanced Ship Building: Requires: Medium Ship BuildingAllows construction of advanced ships, ie: Warships, Basic Fish Trawlers Advanced Fishing:Requires: Advanced Ship Building, FishingIncreases yields from fishing by 25% Nautical Mapping:Requires: Advanced Ship BuildingAllows creation of sea maps, increases ship speed by 5% Compass:Requires: Advanced Ship BuildingAllows creation of Compasses, increases ship speed by 3% Astronomy:Requires: Advanced Ship BuildingAllows creation of star maps, and easier navigation. Allows Calendars Calendar:Requires: AstronomyRequire for other technology Ocean Faring Craft:Requires: Advanced Ship Building, Nautical Mapping, Compass, Astronomy, Food Preservation.Allows production of Ocean Faring Ships (ie: Caravels) Civilization Specialization:Requires: Basic ConstructionAllows Civilian infrastructure technology. Basic Infrastructure:Requires: Civilization ConstructionIncreases civilian structure build rate by 10%, population growth rate by 5% Medium InfrastructureRequires: Basic InfrastructureIncreases civilian structure build rate by 10%, population growth by 5% Advanced InfrastructureRequires: Medium InfrastructureIncreases civilian structure build rate by 10%, population growth by 5% Large Population Sustainment:Requires: Calendar, Homesteads/Ranches, Advanced InfrastructureIncreases population growth by 25% Defense Specialization:Requires: Basic ConstructionAllows construction of palisades Basic Fortifications:Requires: Defense SpecializationAllows construction of Towers, and light walls, increases fortification build rate by 5% Medium FortificationsRequires: Basic FortificationsAllows construction of Heavy Walls, increases fortification build rate by 5% Advanced Fortifications:Requires: Medium FortificationsAllows construction of castles, increases fortification build rate by 15% Wall Specialization:Requirements: Not specialized in towers, Advanced fortificationsIncreases wall health by 15, and decreases build time by 33% Tower Specialization:Requirements: Not specialized in walls, Advanced fortificationsIncreases tower health by 5, and range bonus by 1 Advanced Weaponry:Requires: Advanced Fortifications, Advanced MetalworkingAllows production of advanced weaponry, and speeds production of weapons and armor by 20%.[/hide] Hegemony-Spain Link to comment Share on other sites More sharing options...
Seraphi Posted October 29, 2009 Share Posted October 29, 2009 Mather, no.We are having advancements, but we will never get to things like atomic science, planes etc.That would ruin the point of the game, and the warfare system would be ruined by having large populations etc. Link to comment Share on other sites More sharing options...
The_Mather1 Posted October 29, 2009 Share Posted October 29, 2009 Mather, no.We are having advancements, but we will never get to things like atomic science, planes etc.That would ruin the point of the game, and the warfare system would be ruined by having large populations etc.I was just planning long ahed, like some real years long. Twitter: @TheMather1 Link to comment Share on other sites More sharing options...
Seraphi Posted October 29, 2009 Share Posted October 29, 2009 But there isn't any real point, considering we aren't going to go past perhaps about 1850 in terms of technology.PS, basic techtree.[hide=tech tree][/hide] Link to comment Share on other sites More sharing options...
a_bert Posted October 29, 2009 Share Posted October 29, 2009 I really suggest that we use a standard tech tree. If we don't, it'll end up like Hegemony. Who can think of the biggest and baddest weapons, rather than who is tactically the best - which I think is more fun. If we do, then a possible system for how long techs take to research would work as follows: Each town, or each X population, gives X research points, per year. Techs are given a research value of Y. When your X = Y, you can spend your points on the tech. 'Tis I, 'tis Vindice, 'tis I! Link to comment Share on other sites More sharing options...
a_bert Posted October 29, 2009 Share Posted October 29, 2009 I suggest Doom's tree. If there are any techs which aren't on there, which you would like to be researchable, just post them and we can ask her to add them. 'Tis I, 'tis Vindice, 'tis I! Link to comment Share on other sites More sharing options...
Seraphi Posted October 29, 2009 Share Posted October 29, 2009 We can feed Doom's tech tree steroids and then use that. Link to comment Share on other sites More sharing options...
Wisp Posted October 29, 2009 Share Posted October 29, 2009 Well, as for Doom's tree, it's good except for the parts about copper and iron weapons. I think at this point (450 AD) we've had those for like... a few thousand years, atleast.The tree can always be changed. Also, I talked to dungeonal, and here's how I think research should work. We start with 10k people. That gives you 1 research point a year. Techs all cost a certain number of points, depending on their value. So lets say agriculture was 5 points, it would take 5 years with 10k people to research it. If you had 50k people, it would only take 1 year. You could assign your points to different researches too, so you could spend 2 points a year on agriculture, and 3 on mining, for example. You can't save up research points, you have to have them be spent each year or be lost. I think it's important to have a standardized tech tree, but still leave room for some creativity. As in, if there's a specific tech you want to research, you can, but be fair about the # of pts it would take. EDIT: Didn't see dungeon describe the system above me. Hegemony-Spain Link to comment Share on other sites More sharing options...
Tact Posted October 29, 2009 Share Posted October 29, 2009 I like my tree though. It has certain aspects which apply only to my civilization. Why don't we all just post our tech trees beforehand so that there's no confusion later on? Edit- Current Composition of the Shu Army: 300 Militia (peasant levies)100 Bowmen50 Light Cavalry50 Mounted Scouts Stats and more unit descriptions to come soon. Link to comment Share on other sites More sharing options...
The_Mather1 Posted October 29, 2009 Share Posted October 29, 2009 New tech tree: Twitter: @TheMather1 Link to comment Share on other sites More sharing options...
Wisp Posted October 29, 2009 Share Posted October 29, 2009 I think it's been decided we're sticking with one tech tree for everyone. That way it's fair. The specifics of how research will work will be written up eventually, but here's what we have so far. [hide][/hide][hide=write up]Basic Farming:Requires: NoneAllows Agriculture Irrigation:Requires: Basic FarmingIncreases crop yields around sources of fresh water Crop Rotation:Requires: Basic FarmingAllows use of the same fields over multiple years Basic Fertilizers:Requires: Irrigation, Crop RotationAllows larger scale farming, increases yields by 25% Farmsteads/Ranches:Requires: Basic Fertilizers, Animal HusbandryAllows production of Farmsteads/Ranches, where citizens can work, and food is produced more efficiently Food Preservation:Requires: IrrigationAllows excess food to be stored from year to year. Herding:Requires: NoneAllows domestification, and use of animals. Animal Husbandry:Requires: HerdingImproves the yields of livestock. Basic Mining:Requires: Access to a mine or quarryAllows mining Copper Working:Requires: Basic Mining, Copper Mine/SourceAllows production of Copper Copper Tools:Requires: Copper WorkingIncreases mining, farming, and infrastructural efficiency Copper Armor:Requires: Copper WorkingAllows production of copper armor, increases unit Defense Copper Weapons:Requires: Copper WorkingAllows production of copper weapons, increases unit Attack Iron Working:Requires: Basic Mining, Iron Mine/SourceAllows production of iron Iron Tools:Requires: Iron WorkingIncreases mining, farming, and infrastructural efficiency Iron Armor:Requires: Iron WorkingAllows production of copper armor, increases unit Defense Iron Weapons:Requires: Iron WorkingAllows production of iron weapons, increases unit Attack Advanced MetalworkingRequires: Iron Weapons, Iron Armor, Copper Weapons, Copper ArmorIncreases production efficiency of metal related buildings/objects by 50% Basic Construction:Requires: NoneAllows Construction Naval Specialization:Requires: Basic ConstructionUnlocks Ship techs Basic Ship BuildingRequires: Naval SpecializationAllows construction of basic ships (ie: Fishing boat) Fishing: Requires: Basic Ship BuildingAllows fishing (note: fishing from boat, not from shore.) Medium Ship BuildingRequires: Basic Ship BuildingAllows production of more advanced ships, ie: longboats Advanced Ship Building: Requires: Medium Ship BuildingAllows construction of advanced ships, ie: Warships, Basic Fish Trawlers Advanced Fishing:Requires: Advanced Ship Building, FishingIncreases yields from fishing by 25% Nautical Mapping:Requires: Advanced Ship BuildingAllows creation of sea maps, increases ship speed by 5% Compass:Requires: Advanced Ship BuildingAllows creation of Compasses, increases ship speed by 3% Astronomy:Requires: Advanced Ship BuildingAllows creation of star maps, and easier navigation. Allows Calendars Calendar:Requires: AstronomyRequire for other technology Ocean Faring Craft:Requires: Advanced Ship Building, Nautical Mapping, Compass, Astronomy, Food Preservation, AcademiesAllows production of Ocean Faring Ships (ie: Caravels) Civilization Specialization:Requires: Basic ConstructionAllows Civilian infrastructure technology. Basic Infrastructure:Requires: Civilization ConstructionIncreases civilian structure build rate by 10%, population growth rate by 5% Medium InfrastructureRequires: Basic InfrastructureIncreases civilian structure build rate by 10%, population growth by 5% Advanced InfrastructureRequires: Medium InfrastructureIncreases civilian structure build rate by 10%, population growth by 5% Large Population Sustainment:Requires: Calendar, Homesteads/Ranches, Advanced InfrastructureIncreases population growth by 25% Defense Specialization:Requires: Basic ConstructionAllows construction of palisades Basic Fortifications:Requires: Defense SpecializationAllows construction of Towers, and light walls, increases fortification build rate by 5% Medium FortificationsRequires: Basic FortificationsAllows construction of Heavy Walls, increases fortification build rate by 5% Advanced Fortifications:Requires: Medium FortificationsAllows construction of castles, increases fortification build rate by 15% Wall Specialization:Requirements: Not specialized in towers, Advanced fortificationsIncreases wall health by 15, and decreases build time by 33% Tower Specialization:Requirements: Not specialized in walls, Advanced fortificationsIncreases tower health by 5, and range bonus by 1 Advanced Weaponry:Requires: Advanced Fortifications, Advanced MetalworkingAllows production of advanced weaponry, and speeds production of weapons and armor by 20%. Basic Science:Requires: NoneRequired for unlocking science tree Herbal Medicines:Requires: Basic ScienceDecreases death from disease by 15% Education:Requires: Basic ScienceIncreases # of research points per year by 20% Academies: Requires: EducationFurther increases # of research points per year by 5% Advanced Science: Requires: AcademiesAllows more advanced science techs Engineering:Requires: Advanced ScienceAllows production of advanced siege weapons Dry Docks:Requires: EngineeringIncrease Ship Production by 30%, Ship Repair by 50% Printing Press:Requires: EngineeringAllows mass production of books. Regular Schooling:Requires: Printing PressIncreases Research points per turn by 35% Chemistry:Requires: Advance ScienceAllows production of basic Chemical Compounds Advanced Fertilizers:Requires: ChemistryIncrease agricultural yields by 50% Gunpowder:Requires: Chemistry, Advanced WeaponryAllows creation of gunpowder, and gunpowder units. Government:Requires: NoneAllows you to rule Census:Requires: Civic GovernmentAllows accurate count of your people, unlocks tech Taxes:Requires: CensusAllows you to tax your people Conscription:Requires: CensusAllows you to draft, increasing military production but lowering loyalty of your citizens Slavery:Requires: CensusAllows use of slaves, increasing production of each slave-citizen by 50% but lowering happiness of all citizens by 30% Emancipation: Requires: SlaveryAbolishes Slavery. Increases happiness by 35% (5% from pre slave levels) You may pick either Feudalism or Democracy Feudalism:Requires: Non Democratic government, Conscription, TaxesIncreases Agricultural, infrastructural, and military production by 10% Democracy:Requires: Non Feudalistic government, Conscription, TaxesIncreases Citizen Happiness by 35% [/hide] Hegemony-Spain Link to comment Share on other sites More sharing options...
a_bert Posted October 29, 2009 Share Posted October 29, 2009 I've already said that the copper and iron stuff is unnecessary, as we've had that for 1000 years in 450 AD. Yeah, this is true tbh. The reason we should have a standard tech tree is that (for me, at least) the main reason the original hegemony went to pot was it just became who could come up with the most powerful stuff. Yeah, I think it's reasonable to expect people to want some unique stuff, and I think as a result of that, it's cool if you ask to tech a certain thing, so long as you're reasonable about the research points needed to tech it. 'Tis I, 'tis Vindice, 'tis I! Link to comment Share on other sites More sharing options...
Distracted Posted October 30, 2009 Share Posted October 30, 2009 Woah, I missed a lot in 2 days. So, do I need to make a unit roster too? And can someone else mark me on the map? Idc where exactly, just near a coast. PS, to reply to the poll thingy: I think a small hut could be built in a few days, but this would ofcourse offer close to no safety. I think for a decent house it should take like... 2 months? Something like that? Depends on the manpower, I guess. And also on the size of the building, the stuff included in the building, etc... Link to comment Share on other sites More sharing options...
a_bert Posted October 30, 2009 Share Posted October 30, 2009 Yeah, you should make a unit roster. I'll add you into the map now. What does one day irl actually equal in game time? I was going by a year, are we keeping that format? EDIT: Updated map. Running out of clearly different colours! 'Tis I, 'tis Vindice, 'tis I! Link to comment Share on other sites More sharing options...
Wisp Posted October 30, 2009 Share Posted October 30, 2009 I'm keeping the copper and metal stuff. I'll make them quick to research though. It's just some people didn't have those by that time. Hegemony-Spain Link to comment Share on other sites More sharing options...
Grim_ Posted October 30, 2009 Share Posted October 30, 2009 Well Do you mind if I start with a large amount of tech in ship building etc. because I under powered my units and didnt choose to start with a hero? Link to comment Share on other sites More sharing options...
Wisp Posted October 30, 2009 Share Posted October 30, 2009 Ok. Here's the system. Each tribe starts with 20 research points. Every 10,000 people (each tribe starts with that many) generate 1 research point per year. Your people start out at 0% happiness and 0% Unhappiness. They receive no bonuses for this. At 100% happiness, you earn 25% more money, and produce infrastructure is built 10% faster. at -100% happiness, you lose 25% of your money, and buildings are built 10% slower. Happiness can be increased with certain researches, and decreased with others, but also can be decreased by sickness, famine, etc. What's a reasonable growth rate? How can we determine if people produce enough food? Anyway, here's a list of techs with costs now. [hide=list]Basic Farming:Requires: NoneAllows Agriculture Irrigation:Requires: Basic FarmingIncreases crop yields around sources of fresh waterCost: 2Crop Rotation:Requires: Basic FarmingAllows use of the same fields over multiple yearsCost:2Basic Fertilizers:Requires: Irrigation, Crop RotationAllows larger scale farming, increases yields by 25%Cost:4Farmsteads/Ranches:Requires: Basic Fertilizers, Animal HusbandryAllows production of Farmsteads/Ranches, where citizens can work, and food is produced more efficientlyCost:5Food Preservation:Requires: IrrigationAllows excess food to be stored from year to year.Cost:4Herding:Requires: NoneAllows domestification, and use of animals. Animal Husbandry:Requires: HerdingImproves the yields of livestock.Cost: 4Basic Mining:Requires: Access to a mine or quarryAllows mining Copper Working:Requires: Basic Mining, Copper Mine/SourceAllows production of CopperCost: 2 Copper Tools:Requires: Copper WorkingIncreases mining, farming, and infrastructural efficiencyCost: .5 Copper Armor:Requires: Copper WorkingAllows production of copper armor, increases unit DefenseCost: .5Copper Weapons:Requires: Copper WorkingAllows production of copper weapons, increases unit AttackCost: .5 Iron Working:Requires: Basic Mining, Iron Mine/SourceAllows production of iron Cost: 2 Iron Tools:Requires: Iron WorkingIncreases mining, farming, and infrastructural efficiencyCost: 1 Iron Armor:Requires: Iron WorkingAllows production of copper armor, increases unit DefenseCost: 1 Iron Weapons:Requires: Iron WorkingAllows production of iron weapons, increases unit AttackCost: 1 Advanced MetalworkingRequires: Iron Weapons, Iron Armor, Copper Weapons, Copper ArmorIncreases production efficiency of metal related buildings/objects by 50%Cost: 8 Basic Construction:Requires: NoneAllows Construction Naval Specialization:Requires: Basic ConstructionUnlocks Ship techsCost: 4 Basic Ship BuildingRequires: Naval SpecializationAllows construction of basic ships (ie: Fishing boat)Cost: 2 Fishing: Requires: Basic Ship BuildingAllows fishing (note: fishing from boat, not from shore.)Cost: 2 Medium Ship BuildingRequires: Basic Ship BuildingAllows production of more advanced ships, ie: longboatsCost: 5 Advanced Ship Building: Requires: Medium Ship BuildingAllows construction of advanced ships, ie: Warships, Basic Fish TrawlersCost: 10 Advanced Fishing:Requires: Advanced Ship Building, FishingIncreases yields from fishing by 25%Cost: 8 Nautical Mapping:Requires: Advanced Ship BuildingAllows creation of sea maps, increases ship speed by 5%Cost: 5 Compass:Requires: Advanced Ship BuildingAllows creation of Compasses, increases ship speed by 3%Cost: 5 Astronomy:Requires: Advanced Ship BuildingAllows creation of star maps, and easier navigation. Allows Calendars Cost: 5 Calendar:Requires: AstronomyRequire for other technologyCost: 5 Ocean Faring Craft:Requires: Advanced Ship Building, Nautical Mapping, Compass, Astronomy, Food Preservation, AcademiesAllows production of Ocean Faring Ships (ie: Caravels)Cost: 25 Civilization Specialization:Requires: Basic ConstructionAllows Civilian infrastructure technology.Cost: 2 Basic Infrastructure:Requires: Civilization ConstructionIncreases civilian structure build rate by 10%, population growth rate by 5%Cost: 2 Medium InfrastructureRequires: Basic InfrastructureIncreases civilian structure build rate by 10%, population growth by 5%Cost: 5 Advanced InfrastructureRequires: Medium InfrastructureIncreases civilian structure build rate by 10%, population growth by 5%Cost: 10 Large Population Sustainment:Requires: Calendar, Homesteads/Ranches, Advanced InfrastructureIncreases population growth by 25%Cost: 15 Defense Specialization:Requires: Basic ConstructionAllows construction of palisadesCost: 2 Basic Fortifications:Requires: Defense SpecializationAllows construction of Towers, and light walls, increases fortification build rate by 5%Cost: 2 Medium FortificationsRequires: Basic FortificationsAllows construction of Heavy Walls, increases fortification build rate by 5%Cost: 5 Advanced Fortifications:Requires: Medium FortificationsAllows construction of castles, increases fortification build rate by 15%Cost: 10 Wall Specialization:Requirements: Not specialized in towers, Advanced fortificationsIncreases wall health by 15, and decreases build time by 33%Cost: 6 Tower Specialization:Requirements: Not specialized in walls, Advanced fortificationsIncreases tower health by 5, and range bonus by 1Cost: 8 Advanced Weaponry:Requires: Advanced Fortifications, Advanced MetalworkingAllows production of advanced weaponry, and speeds production of weapons and armor by 20%.Cost: 15 Basic Science:Requires: NoneRequired for unlocking science tree Herbal Medicines:Requires: Basic ScienceDecreases death from disease by 15%Cost: 4 Education:Requires: Basic ScienceIncreases # of research points per year by 20%Cost: 5 Academies: Requires: EducationFurther increases # of research points per year by 5%Cost: 7 Advanced Science: Requires: AcademiesAllows more advanced science techsCost: 20 Engineering:Requires: Advanced ScienceAllows production of advanced siege weaponsCost: 5 Dry Docks:Requires: EngineeringIncrease Ship Production by 30%, Ship Repair by 50%Cost: 10 Printing Press:Requires: EngineeringAllows mass production of books.Cost: 15 Regular Schooling:Requires: Printing PressIncreases Research points per turn by 35%Cost: 20 Chemistry:Requires: Advance ScienceAllows production of basic Chemical CompoundsCost: 5 Advanced Fertilizers:Requires: ChemistryIncrease agricultural yields by 50%Cost: 20 Gunpowder:Requires: Chemistry, Advanced WeaponryAllows creation of gunpowder, and gunpowder units.Cost: 30 Government:Requires: NoneAllows you to rule Census:Requires: Civic GovernmentAllows accurate count of your people, unlocks techCost: 4 Taxes:Requires: CensusAllows you to better tax your people (increases income by 10%)Cost: 3 Conscription:Requires: CensusAllows you to draft, increasing military production but lowering loyalty of your citizensCost: 5 Slavery:Requires: CensusAllows use of slaves, increasing production of each slave-citizen by 60% but lowering happiness of all citizens by 30%Cost: 2 Emancipation: Requires: SlaveryAbolishes Slavery. Increases happiness by 35% (5% from pre slave levels)Cost: 15You may pick either Feudalism or Democracy Feudalism:Requires: Non Democratic government, Conscription, TaxesIncreases Agricultural, infrastructural, and military production by 10%Cost: 10 Democracy:Requires: Non Feudalistic government, Conscription, TaxesIncreases Citizen Happiness by 35%Cost: 10 [/hide] Hegemony-Spain Link to comment Share on other sites More sharing options...
RpgGamer Posted October 30, 2009 Share Posted October 30, 2009 I'm actually leaning more toward custom tech trees. Having a standard one doesn't allow for much creativity, nor will it aply very well to everyone. The Garlons are decades behind in the industrial movement with iron work and such. So I'd have to research quite a bit of that before catching up to everyone else. I do however have a distinct advantage in food production and terrain advantage. That's all fine and dandy, but by the look of Doom's current tech tree, Everyone could catch up to me in a matter of days. I think we should have a standard tech tree, but allow for a little bit of customization. Have like a "special" branch for each tribe. Kind of like how in Age of Empires, the tech trees are vaguely the same, but some things are added or removed depending on your allegiance. Quote Quote Anyone who likes tacos is incapable of logic. Anyone who likes logic is incapable of tacos. PSA: SaqPrets is an Estonian Dude Steam: NippleBeardTM Origin: Brand_New_iPwn Link to comment Share on other sites More sharing options...
a_bert Posted October 30, 2009 Share Posted October 30, 2009 I'm actually leaning more toward custom tech trees. Having a standard one doesn't allow for much creativity, nor will it aply very well to everyone. The Garlons are decades behind in the industrial movement with iron work and such. So I'd have to research quite a bit of that before catching up to everyone else. I do however have a distinct advantage in food production and terrain advantage. That's all fine and dandy, but by the look of Doom's current tech tree, Everyone could catch up to me in a matter of days. I think we should have a standard tech tree, but allow for a little bit of customization. Have like a "special" branch for each tribe. Kind of like how in Age of Empires, the tech trees are vaguely the same, but some things are added or removed depending on your allegiance. Depending on how you, and others, spend starting research points, you have anywhere between and 0 and 20 day tech lead. There's no reason why you should ever lose this lead, unless your "opponent" is more efficient at building their towns than you, and so can pull ahead in tech. - Why add something to the game that compensates for your failure? Doesn't that defeat the purpose of being competitive at all? Yes, we all play for fun, but everybody likes winning. 'Tis I, 'tis Vindice, 'tis I! Link to comment Share on other sites More sharing options...
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