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Tip.it Kingdoms


The Dark Lord

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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.

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Hegemony-Spain

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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).

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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]techtree.png[/hide]

[hide=Descriptions of Tech]Basic Farming:

Requires: None

Allows Agriculture

 

Irrigation:

Requires: Basic Farming

Increases crop yields around sources of fresh water

 

Crop Rotation:

Requires: Basic Farming

Allows use of the same fields over multiple years

 

Basic Fertilizers:

Requires: Irrigation, Crop Rotation

Allows larger scale farming, increases yields by 25%

 

Farmsteads/Ranches:

Requires: Basic Fertilizers, Animal Husbandry

Allows production of Farmsteads/Ranches, where citizens can work, and food is produced more efficiently

 

Food Preservation:

Requires: Irrigation

Allows excess food to be stored from year to year.

 

Herding:

Requires: None

Allows domestification, and use of animals.

 

Animal Husbandry:

Requires: Herding

Improves the yields of livestock.

 

Basic Mining:

Requires: Access to a mine or quarry

Allows mining

 

Copper Working:

Requires: Basic Mining, Copper Mine/Source

Allows production of Copper

 

Copper Tools:

Requires: Copper Working

Increases mining, farming, and infrastructural efficiency

 

Copper Armor:

Requires: Copper Working

Allows production of copper armor, increases unit Defense

 

Copper Weapons:

Requires: Copper Working

Allows production of copper weapons, increases unit Attack

 

Iron Working:

Requires: Basic Mining, Iron Mine/Source

Allows production of iron

 

Iron Tools:

Requires: Iron Working

Increases mining, farming, and infrastructural efficiency

 

Iron Armor:

Requires: Iron Working

Allows production of copper armor, increases unit Defense

 

Iron Weapons:

Requires: Iron Working

Allows production of iron weapons, increases unit Attack

 

Advanced Metalworking

Requires: Iron Weapons, Iron Armor, Copper Weapons, Copper Armor

Increases production efficiency of metal related buildings/objects by 50%

 

Basic Construction:

Requires: None

Allows Construction

 

Naval Specialization:

Requires: Basic Construction

Unlocks Ship techs

 

Basic Ship Building

Requires: Naval Specialization

Allows construction of basic ships (ie: Fishing boat)

 

Fishing:

Requires: Basic Ship Building

Allows fishing (note: fishing from boat, not from shore.)

 

Medium Ship Building

Requires: Basic Ship Building

Allows production of more advanced ships, ie: longboats

 

Advanced Ship Building:

Requires: Medium Ship Building

Allows construction of advanced ships, ie: Warships, Basic Fish Trawlers

 

Advanced Fishing:

Requires: Advanced Ship Building, Fishing

Increases yields from fishing by 25%

 

Nautical Mapping:

Requires: Advanced Ship Building

Allows creation of sea maps, increases ship speed by 5%

 

Compass:

Requires: Advanced Ship Building

Allows creation of Compasses, increases ship speed by 3%

 

Astronomy:

Requires: Advanced Ship Building

Allows creation of star maps, and easier navigation. Allows Calendars

 

Calendar:

Requires: Astronomy

Require 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 Construction

Allows Civilian infrastructure technology.

 

Basic Infrastructure:

Requires: Civilization Construction

Increases civilian structure build rate by 10%, population growth rate by 5%

 

Medium Infrastructure

Requires: Basic Infrastructure

Increases civilian structure build rate by 10%, population growth by 5%

 

Advanced Infrastructure

Requires: Medium Infrastructure

Increases civilian structure build rate by 10%, population growth by 5%

 

Large Population Sustainment:

Requires: Calendar, Homesteads/Ranches, Advanced Infrastructure

Increases population growth by 25%

 

Defense Specialization:

Requires: Basic Construction

Allows construction of palisades

 

Basic Fortifications:

Requires: Defense Specialization

Allows construction of Towers, and light walls, increases fortification build rate by 5%

 

Medium Fortifications

Requires: Basic Fortifications

Allows construction of Heavy Walls, increases fortification build rate by 5%

 

Advanced Fortifications:

Requires: Medium Fortifications

Allows construction of castles, increases fortification build rate by 15%

 

Wall Specialization:

Requirements: Not specialized in towers, Advanced fortifications

Increases wall health by 15, and decreases build time by 33%

 

Tower Specialization:

Requirements: Not specialized in walls, Advanced fortifications

Increases tower health by 5, and range bonus by 1

 

Advanced Weaponry:

Requires: Advanced Fortifications, Advanced Metalworking

Allows production of advanced weaponry, and speeds production of weapons and armor by 20%.

[/hide]

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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.

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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.

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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!

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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.

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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 Bowmen

50 Light Cavalry

50 Mounted Scouts

 

Stats and more unit descriptions to come soon.

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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]techtreev.png[/hide]

[hide=write up]Basic Farming:

Requires: None

Allows Agriculture

 

Irrigation:

Requires: Basic Farming

Increases crop yields around sources of fresh water

 

Crop Rotation:

Requires: Basic Farming

Allows use of the same fields over multiple years

 

Basic Fertilizers:

Requires: Irrigation, Crop Rotation

Allows larger scale farming, increases yields by 25%

 

Farmsteads/Ranches:

Requires: Basic Fertilizers, Animal Husbandry

Allows production of Farmsteads/Ranches, where citizens can work, and food is produced more efficiently

 

Food Preservation:

Requires: Irrigation

Allows excess food to be stored from year to year.

 

Herding:

Requires: None

Allows domestification, and use of animals.

 

Animal Husbandry:

Requires: Herding

Improves the yields of livestock.

 

Basic Mining:

Requires: Access to a mine or quarry

Allows mining

 

Copper Working:

Requires: Basic Mining, Copper Mine/Source

Allows production of Copper

 

Copper Tools:

Requires: Copper Working

Increases mining, farming, and infrastructural efficiency

 

Copper Armor:

Requires: Copper Working

Allows production of copper armor, increases unit Defense

 

Copper Weapons:

Requires: Copper Working

Allows production of copper weapons, increases unit Attack

 

Iron Working:

Requires: Basic Mining, Iron Mine/Source

Allows production of iron

 

Iron Tools:

Requires: Iron Working

Increases mining, farming, and infrastructural efficiency

 

Iron Armor:

Requires: Iron Working

Allows production of copper armor, increases unit Defense

 

Iron Weapons:

Requires: Iron Working

Allows production of iron weapons, increases unit Attack

 

Advanced Metalworking

Requires: Iron Weapons, Iron Armor, Copper Weapons, Copper Armor

Increases production efficiency of metal related buildings/objects by 50%

 

Basic Construction:

Requires: None

Allows Construction

 

Naval Specialization:

Requires: Basic Construction

Unlocks Ship techs

 

Basic Ship Building

Requires: Naval Specialization

Allows construction of basic ships (ie: Fishing boat)

 

Fishing:

Requires: Basic Ship Building

Allows fishing (note: fishing from boat, not from shore.)

 

Medium Ship Building

Requires: Basic Ship Building

Allows production of more advanced ships, ie: longboats

 

Advanced Ship Building:

Requires: Medium Ship Building

Allows construction of advanced ships, ie: Warships, Basic Fish Trawlers

 

Advanced Fishing:

Requires: Advanced Ship Building, Fishing

Increases yields from fishing by 25%

 

Nautical Mapping:

Requires: Advanced Ship Building

Allows creation of sea maps, increases ship speed by 5%

 

Compass:

Requires: Advanced Ship Building

Allows creation of Compasses, increases ship speed by 3%

 

Astronomy:

Requires: Advanced Ship Building

Allows creation of star maps, and easier navigation. Allows Calendars

 

Calendar:

Requires: Astronomy

Require for other technology

 

Ocean Faring Craft:

Requires: Advanced Ship Building, Nautical Mapping, Compass, Astronomy, Food Preservation, Academies

Allows production of Ocean Faring Ships (ie: Caravels)

 

Civilization Specialization:

Requires: Basic Construction

Allows Civilian infrastructure technology.

 

Basic Infrastructure:

Requires: Civilization Construction

Increases civilian structure build rate by 10%, population growth rate by 5%

 

Medium Infrastructure

Requires: Basic Infrastructure

Increases civilian structure build rate by 10%, population growth by 5%

 

Advanced Infrastructure

Requires: Medium Infrastructure

Increases civilian structure build rate by 10%, population growth by 5%

 

Large Population Sustainment:

Requires: Calendar, Homesteads/Ranches, Advanced Infrastructure

Increases population growth by 25%

 

Defense Specialization:

Requires: Basic Construction

Allows construction of palisades

 

Basic Fortifications:

Requires: Defense Specialization

Allows construction of Towers, and light walls, increases fortification build rate by 5%

 

Medium Fortifications

Requires: Basic Fortifications

Allows construction of Heavy Walls, increases fortification build rate by 5%

 

Advanced Fortifications:

Requires: Medium Fortifications

Allows construction of castles, increases fortification build rate by 15%

 

Wall Specialization:

Requirements: Not specialized in towers, Advanced fortifications

Increases wall health by 15, and decreases build time by 33%

 

Tower Specialization:

Requirements: Not specialized in walls, Advanced fortifications

Increases tower health by 5, and range bonus by 1

 

Advanced Weaponry:

Requires: Advanced Fortifications, Advanced Metalworking

Allows production of advanced weaponry, and speeds production of weapons and armor by 20%.

 

Basic Science:

Requires: None

Required for unlocking science tree

 

Herbal Medicines:

Requires: Basic Science

Decreases death from disease by 15%

 

Education:

Requires: Basic Science

Increases # of research points per year by 20%

 

Academies:

Requires: Education

Further increases # of research points per year by 5%

 

Advanced Science:

Requires: Academies

Allows more advanced science techs

 

Engineering:

Requires: Advanced Science

Allows production of advanced siege weapons

 

Dry Docks:

Requires: Engineering

Increase Ship Production by 30%, Ship Repair by 50%

 

Printing Press:

Requires: Engineering

Allows mass production of books.

 

Regular Schooling:

Requires: Printing Press

Increases Research points per turn by 35%

 

Chemistry:

Requires: Advance Science

Allows production of basic Chemical Compounds

 

Advanced Fertilizers:

Requires: Chemistry

Increase agricultural yields by 50%

 

Gunpowder:

Requires: Chemistry, Advanced Weaponry

Allows creation of gunpowder, and gunpowder units.

 

Government:

Requires: None

Allows you to rule

 

Census:

Requires: Civic Government

Allows accurate count of your people, unlocks tech

 

Taxes:

Requires: Census

Allows you to tax your people

 

Conscription:

Requires: Census

Allows you to draft, increasing military production but lowering loyalty of your citizens

 

Slavery:

Requires: Census

Allows use of slaves, increasing production of each slave-citizen by 50% but lowering happiness of all citizens by 30%

 

Emancipation:

Requires: Slavery

Abolishes Slavery. Increases happiness by 35% (5% from pre slave levels)

 

You may pick either Feudalism or Democracy

 

Feudalism:

Requires: Non Democratic government, Conscription, Taxes

Increases Agricultural, infrastructural, and military production by 10%

 

Democracy:

Requires: Non Feudalistic government, Conscription, Taxes

Increases Citizen Happiness by 35%

 

 

 

[/hide]

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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!

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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...

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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!

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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.

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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: None

Allows Agriculture

 

Irrigation:

Requires: Basic Farming

Increases crop yields around sources of fresh water

Cost: 2

Crop Rotation:

Requires: Basic Farming

Allows use of the same fields over multiple years

Cost:2

Basic Fertilizers:

Requires: Irrigation, Crop Rotation

Allows larger scale farming, increases yields by 25%

Cost:4

Farmsteads/Ranches:

Requires: Basic Fertilizers, Animal Husbandry

Allows production of Farmsteads/Ranches, where citizens can work, and food is produced more efficiently

Cost:5

Food Preservation:

Requires: Irrigation

Allows excess food to be stored from year to year.

Cost:4

Herding:

Requires: None

Allows domestification, and use of animals.

 

Animal Husbandry:

Requires: Herding

Improves the yields of livestock.

Cost: 4

Basic Mining:

Requires: Access to a mine or quarry

Allows mining

 

Copper Working:

Requires: Basic Mining, Copper Mine/Source

Allows production of Copper

Cost: 2

 

Copper Tools:

Requires: Copper Working

Increases mining, farming, and infrastructural efficiency

Cost: .5

 

Copper Armor:

Requires: Copper Working

Allows production of copper armor, increases unit Defense

Cost: .5

Copper Weapons:

Requires: Copper Working

Allows production of copper weapons, increases unit Attack

Cost: .5

 

Iron Working:

Requires: Basic Mining, Iron Mine/Source

Allows production of iron

Cost: 2

 

 

Iron Tools:

Requires: Iron Working

Increases mining, farming, and infrastructural efficiency

Cost: 1

 

Iron Armor:

Requires: Iron Working

Allows production of copper armor, increases unit Defense

Cost: 1

 

Iron Weapons:

Requires: Iron Working

Allows production of iron weapons, increases unit Attack

Cost: 1

 

Advanced Metalworking

Requires: Iron Weapons, Iron Armor, Copper Weapons, Copper Armor

Increases production efficiency of metal related buildings/objects by 50%

Cost: 8

 

Basic Construction:

Requires: None

Allows Construction

 

Naval Specialization:

Requires: Basic Construction

Unlocks Ship techs

Cost: 4

 

Basic Ship Building

Requires: Naval Specialization

Allows construction of basic ships (ie: Fishing boat)

Cost: 2

 

Fishing:

Requires: Basic Ship Building

Allows fishing (note: fishing from boat, not from shore.)

Cost: 2

 

Medium Ship Building

Requires: Basic Ship Building

Allows production of more advanced ships, ie: longboats

Cost: 5

 

Advanced Ship Building:

Requires: Medium Ship Building

Allows construction of advanced ships, ie: Warships, Basic Fish Trawlers

Cost: 10

 

Advanced Fishing:

Requires: Advanced Ship Building, Fishing

Increases yields from fishing by 25%

Cost: 8

 

Nautical Mapping:

Requires: Advanced Ship Building

Allows creation of sea maps, increases ship speed by 5%

Cost: 5

 

Compass:

Requires: Advanced Ship Building

Allows creation of Compasses, increases ship speed by 3%

Cost: 5

 

Astronomy:

Requires: Advanced Ship Building

Allows creation of star maps, and easier navigation. Allows Calendars

Cost: 5

 

Calendar:

Requires: Astronomy

Require for other technology

Cost: 5

 

Ocean Faring Craft:

Requires: Advanced Ship Building, Nautical Mapping, Compass, Astronomy, Food Preservation, Academies

Allows production of Ocean Faring Ships (ie: Caravels)

Cost: 25

 

Civilization Specialization:

Requires: Basic Construction

Allows Civilian infrastructure technology.

Cost: 2

 

Basic Infrastructure:

Requires: Civilization Construction

Increases civilian structure build rate by 10%, population growth rate by 5%

Cost: 2

 

Medium Infrastructure

Requires: Basic Infrastructure

Increases civilian structure build rate by 10%, population growth by 5%

Cost: 5

 

Advanced Infrastructure

Requires: Medium Infrastructure

Increases civilian structure build rate by 10%, population growth by 5%

Cost: 10

 

Large Population Sustainment:

Requires: Calendar, Homesteads/Ranches, Advanced Infrastructure

Increases population growth by 25%

Cost: 15

 

Defense Specialization:

Requires: Basic Construction

Allows construction of palisades

Cost: 2

 

Basic Fortifications:

Requires: Defense Specialization

Allows construction of Towers, and light walls, increases fortification build rate by 5%

Cost: 2

 

Medium Fortifications

Requires: Basic Fortifications

Allows construction of Heavy Walls, increases fortification build rate by 5%

Cost: 5

 

Advanced Fortifications:

Requires: Medium Fortifications

Allows construction of castles, increases fortification build rate by 15%

Cost: 10

 

Wall Specialization:

Requirements: Not specialized in towers, Advanced fortifications

Increases wall health by 15, and decreases build time by 33%

Cost: 6

 

Tower Specialization:

Requirements: Not specialized in walls, Advanced fortifications

Increases tower health by 5, and range bonus by 1

Cost: 8

 

Advanced Weaponry:

Requires: Advanced Fortifications, Advanced Metalworking

Allows production of advanced weaponry, and speeds production of weapons and armor by 20%.

Cost: 15

 

Basic Science:

Requires: None

Required for unlocking science tree

 

Herbal Medicines:

Requires: Basic Science

Decreases death from disease by 15%

Cost: 4

 

Education:

Requires: Basic Science

Increases # of research points per year by 20%

Cost: 5

 

Academies:

Requires: Education

Further increases # of research points per year by 5%

Cost: 7

 

Advanced Science:

Requires: Academies

Allows more advanced science techs

Cost: 20

 

Engineering:

Requires: Advanced Science

Allows production of advanced siege weapons

Cost: 5

 

Dry Docks:

Requires: Engineering

Increase Ship Production by 30%, Ship Repair by 50%

Cost: 10

 

Printing Press:

Requires: Engineering

Allows mass production of books.

Cost: 15

 

Regular Schooling:

Requires: Printing Press

Increases Research points per turn by 35%

Cost: 20

 

Chemistry:

Requires: Advance Science

Allows production of basic Chemical Compounds

Cost: 5

 

Advanced Fertilizers:

Requires: Chemistry

Increase agricultural yields by 50%

Cost: 20

 

Gunpowder:

Requires: Chemistry, Advanced Weaponry

Allows creation of gunpowder, and gunpowder units.

Cost: 30

 

Government:

Requires: None

Allows you to rule

 

Census:

Requires: Civic Government

Allows accurate count of your people, unlocks tech

Cost: 4

 

Taxes:

Requires: Census

Allows you to better tax your people (increases income by 10%)

Cost: 3

 

Conscription:

Requires: Census

Allows you to draft, increasing military production but lowering loyalty of your citizens

Cost: 5

 

Slavery:

Requires: Census

Allows use of slaves, increasing production of each slave-citizen by 60% but lowering happiness of all citizens by 30%

Cost: 2

 

Emancipation:

Requires: Slavery

Abolishes Slavery. Increases happiness by 35% (5% from pre slave levels)

Cost:

15

You may pick either Feudalism or Democracy

 

Feudalism:

Requires: Non Democratic government, Conscription, Taxes

Increases Agricultural, infrastructural, and military production by 10%

Cost: 10

 

Democracy:

Requires: Non Feudalistic government, Conscription, Taxes

Increases Citizen Happiness by 35%

Cost: 10

 

 

 

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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.

 

 

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Anyone who likes logic is incapable of tacos.

 

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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!

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