Wisp Posted October 30, 2009 Share Posted October 30, 2009 The problem with custom tech trees is that they aren't balanced. The good part of a standard one is that everyone is playing by the same thing. Maybe each tribe could have 2 unique techs, that have to be approved by other people first? Hegemony-Spain Link to comment Share on other sites More sharing options...
RpgGamer Posted October 30, 2009 Share Posted October 30, 2009 The problem with custom tech trees is that they aren't balanced. The good part of a standard one is that everyone is playing by the same thing. Maybe each tribe could have 2 unique techs, that have to be approved by other people first? Now we're talkin'!I'd settle for 1 or 2 unique techs within reason. That's perfectly fair. Especially if everyone would have to approve of it. I'll spend my "points" from today on 'researching' wall fortification. And if I can't do that, then said points will go to the precursor of this research. 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...
Tact Posted October 30, 2009 Share Posted October 30, 2009 In that case, I want Ballistics and Advanced Logistics as my two unique researches. Ballistics: Provides a +1 damage and range bonus to all missile units (archers and siege weaponry). Allows for the recruitment of of Zhuge crossbowmen (Shu special unit). Advanced Logistics: Improves supply lines, communication, and field logistics. Decreases the cost of maintaining units by 20%. Also, why don't we allow each civilization to pick a "free" basic research that they start out with? This would allow for some diversity in start-up strategies, choosing from the following: Basic FarmingHerdingBasic MiningBasic ConstructionBasic ScienceGovernment If you all agree, I pick Basic Science for the Shu. Also, my research points for today go toward Education. Link to comment Share on other sites More sharing options...
Wisp Posted October 30, 2009 Share Posted October 30, 2009 In that case, I want Ballistics and Advanced Logistics as my two unique researches. Ballistics: Provides a +1 damage and range bonus to all missile units (archers and siege weaponry). Allows for the recruitment of of Zhuge crossbowmen (Shu special unit). Advanced Logistics: Improves supply lines, communication, and field logistics. Decreases the cost of maintaining units by 20%. Also, why don't we allow each civilization to pick a "free" basic research that they start out with? This would allow for some diversity in start-up strategies, choosing from the following: Basic FarmingHerdingBasic MiningBasic ConstructionBasic ScienceGovernment If you all agree, I pick Basic Science for the Shu. Also, my research points for today go toward Education.Oh, I forgot to mention this. I haven't decided if those 6 starting techs will be free for everyone, or if people can pick a few to start with, then get the others later. Hegemony-Spain Link to comment Share on other sites More sharing options...
RpgGamer Posted October 30, 2009 Share Posted October 30, 2009 We should really decide all of this before starting the game... 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...
The Dark Lord Posted October 30, 2009 Author Share Posted October 30, 2009 I'd like to spend my research points on ship-building, along with the pre-requisites. SWAG Mayn U wanna be like me but U can't be me cuz U ain't got ma swagga on. Link to comment Share on other sites More sharing options...
Wisp Posted October 30, 2009 Share Posted October 30, 2009 You know what, let's just say all the 6 starting techs are for everyone. Sere, can you add the list and tree to one of the first posts?I think everyone should just color in what they research. Remember, 20 stating research points. Plus 1 for today. So 21 total, and the list of costs for everything is on the list. [hide=Tree][/hide] [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 ironCost: 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 CalendarsCost: 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]The list is organized by category, so things that come from the same starting tech are together. If you were to spend all your points on ship building, you could spend all your research points and get up to advanced ship building I think. I'm pretty sure I'm spending all 21 of my points maxing out the agriculture and herding trees. I'll think of my 2 unique techs soon.This would give me a lot of extra food, and thus a high growth rate. Hegemony-Spain Link to comment Share on other sites More sharing options...
Grim_ Posted October 30, 2009 Share Posted October 30, 2009 Okay then I am putting all that is necassary into ocean going craft (and herb medicine) and with the left I will put it into ag. fishing boats and basic infrastructure. Link to comment Share on other sites More sharing options...
paul191600 Posted October 30, 2009 Share Posted October 30, 2009 I will spend my starting points on:(Basic construction[Naval])Naval Specialization (4)Basic Ship Building (2)Fishing (2)Medium Ship Building (5) (Basic construction[infastructure])Civilization Specialization (2)Basic Infrastructure (2) (Basic farming)Irrigation (2)Crop Rotation (2) I am filling in my techs with green on the research tree, just so I can remember.[hide=research][/hide] Research begins on Animal Husbandry (0/4) Is tech trading going to be allowed? I don't think that it should be, or if it is that it must be limited (i.e. only being able to buy/sell one tech every 10 years). The sour dough of the epitmous pie hungers for another's sweet lips to be dulled into a state of most irreverant humblenessTUBULAR BELLS! Link to comment Share on other sites More sharing options...
Bier Posted October 30, 2009 Share Posted October 30, 2009 I made a new map which is easier to change the colours in, the grid isn't exactly the same but I figured it wouldn't matter much since everyone only own one square anyways. I didn't fill in the existing civilizations though since I'm not sure where exactly they would want to be place, I also omitted the key as for now. I did however include my own civ, the Visens (white on map). They are kinda like Polynesians, I'll post more later including my hometown. Link to comment Share on other sites More sharing options...
a_bert Posted October 30, 2009 Share Posted October 30, 2009 Heh, I agree your grid is better. (Though, it doesn't look so pretty, imho). I'll update the first post with it and add everyone's towns. Updated the map.. The grid numbers have changed, and I think the squares are smaller now so the map is in effect bigger. Some people got moved one or two squares, but it's not a big change and I hope everyone can shrug that off. '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 Alright, I made me one of those pretty maps of the surrounding area. My capital is Al Nour (of which I already posted the map) and Wastunia is a village that was also around the oasis that I've settled it. It had a lot of priests and such and they made golden goods, but a great flood ended up killing most of them and sending survivors into the desert. The oasis, btw, is actually part of a river, which is not unsimilar to the Nile. I will post my units soon, but I was wondering, what're limits/standards for OS, DS and MS? And how much RNG can an archer have? PS: My name on the world map is written wrong lol, Eygpt. I know it probably can't be corrected, but I'm just pointing it out. Link to comment Share on other sites More sharing options...
a_bert Posted October 30, 2009 Share Posted October 30, 2009 Oops, sorry, it was early in the morning when I was doing the map. I'll try and fix it now. Okay, fixed. I think the caps for normal units are: OS - 19DS - 8 MS - 9RNG - 5 All normal units have a HP of 20, divided into 10 people with HP 2. 'Tis I, 'tis Vindice, 'tis I! Link to comment Share on other sites More sharing options...
Nero Posted October 30, 2009 Share Posted October 30, 2009 I'm spending 1/2 my points to research the mining tree, and half in government. Vienna Raszyn Warsaw Klushino Link to comment Share on other sites More sharing options...
VEGHATERMEATLOVER Posted October 30, 2009 Share Posted October 30, 2009 I disagree with Rocco - Restrict, Restrict, Restrict. Put myself on the map but i'll do my unit roster and techs in three days Link to comment Share on other sites More sharing options...
VEGHATERMEATLOVER Posted October 30, 2009 Share Posted October 30, 2009 [hide]I disagree with Rocco - Restrict, Restrict, Restrict. Put myself on the map but i'll do my unit roster and techs in three daysHaving it the way we're planning on having it will restrict you more and make every civilization the same...[/hide]Fair point. I propose micromanagement of certian units to give bonus's Link to comment Share on other sites More sharing options...
Seraphi Posted October 30, 2009 Share Posted October 30, 2009 Hex, if you want to name every single unit and manage every single one of them seperately, be my guest, but it'll get hideously confusing after a while. I'll decide what to put my research into later, and I'm also going to add my kingdom onto the map. Link to comment Share on other sites More sharing options...
ThurinEthir Posted October 30, 2009 Share Posted October 30, 2009 Sorry for the lack of updates/activity, I've been rather busy/sick but I should have time this weekend to at least post my initial stuff.How are we going to do resource distribution? I see that some of the techs (like copper working) need a specific resource. Are we going to assume that we all have the basic resources, or do we get to pick one or two? Cenin pân nîd, istan pân nîd, dan nin ú-cenich, nin ú-istach.Ithil luin eria vi menel caran...Tîn dan delu. Link to comment Share on other sites More sharing options...
a_bert Posted October 30, 2009 Share Posted October 30, 2009 1) Hex. Use the map on the front page. I'll add you now. FFFFFF. - Ok, no I won't, someone has already settled on that island. If you still want to settle there, then I will, but otherwise choose another tile. Give me the grid reference and I'll add you.2) Hex. What on earth do you mean? Why don't we have something like 10 different technology branches, but you can only advance in three of them? That way there is still some diversity. Yeah, for some WEIRD reason my scientists just can't wrap their head around iron working! No. Were civs in Hegemony the same? Not really, even though everyone was allowed to research anything. I guess you can argue that in hegemony you could research anything, whereas here we have a tech tree, but even in Hegemony, there was a virtual tech tree. As I said.. you get a 0-20 day head start in a field that you want, and if you want to specialize (as you are proposing) you will never lose that advantage unless you are a bad player. Even apart from this, you get 2 techs unique to your own civ. Isn't this enough? There are already 10~ civilizations. There's bound to be at least two which are similar, but it's still your own playstyle which will determine how your civ works. HEY GUYS CHECK THE FIRST POST THERE'S A FULLY UPDATED MAP THERE 'Tis I, 'tis Vindice, 'tis I! Link to comment Share on other sites More sharing options...
VEGHATERMEATLOVER Posted October 30, 2009 Share Posted October 30, 2009 AA - 4 as the coordianates please. Also, I meant that we could do things like say "I fortify my units in the crab position giving me more defence" Link to comment Share on other sites More sharing options...
a_bert Posted October 30, 2009 Share Posted October 30, 2009 I think that's absurd. Also, sorry, I'd made a mistake updating the map - Doom's on that island. (I can't update you on the map until you choose a civ, anyway) 'Tis I, 'tis Vindice, 'tis I! Link to comment Share on other sites More sharing options...
Nero Posted October 30, 2009 Share Posted October 30, 2009 Rome has opened up trade with the Phoenicians. Vienna Raszyn Warsaw Klushino Link to comment Share on other sites More sharing options...
a_bert Posted October 30, 2009 Share Posted October 30, 2009 No, Dungeon, that was just an example. There would be basic tech that everyone had. And then there would be specialized branches like advanced agriculture, upgraded walls and towers, etc. that would add more flavor to the game and make the civs more unique. Look closely. "Tower specialization." 'Tis I, 'tis Vindice, 'tis I! Link to comment Share on other sites More sharing options...
paul191600 Posted October 30, 2009 Share Posted October 30, 2009 I think trade should be another concept in this game. Here is my proposal: First off, some new technologies would need to be added. First tech could be basic trading, which takes 2 points to complete, and the effect is that you can trade with one other town in a 10x10 square radius on the map, and this would yeild 2.5% bonus income for the city that is trading. You must be trading with another city to get this bonus. If the city you are trading with dones not have the trading tech, then they do not get a bonus. Following basic trading could be a few more levels, which allow more cities to trade, a larger radius, an increase in profits, and let you have more trading. As an example, after basic trading, there could be "better trading" (can't think of name). This would allow two of your cities to trade, increase the radius to 15x15, increase the base bonus to 3.0%, and allow for two trade routs per city. There would be several more techs after this increasing the bonuses. An offshoot of "better training" would be a "trade caravans" tech. This would add trade caravans, which increase the trading distance to 30x30, but also has a penalty on the base trading profit. If a caravan finds another city in the 30x30 area that is willing to be an outpost, the caravan range then increases 10x10 only from the distance of that city. So the base range still stays at 30x30, but the range is extended from the outpost city. If you find another city within the 10x10 radius from the first stop, you can extend your caravan even further. As an example (for trade caravans), lets say that the Han want to trade with Egypt. They use a caravan, which increases the range to 30x30, but they still cant reach Egypt! :( However, they notice that there is a Mongolian town within that radius, and they both agree that the Han can use the Mongolian town as an outpost. Now, the trade caravan's range is extended to the 10x10 squares by Mongolia, which then allows the Han to reach the Egyptian Nomads :D !! They can then trade with the Egyptians, but...if they get approval from the Pharaoh, they can use their city for another caravan stop! Once again, the range is extended to 10x10 squares, and then they can reach Rome, and if they get the privilege to stop there also, they get another 10x10, so they can reach Phoenicia :-o . However, the rulers of the cities may not be happy when they see the bill for how much money was spent on the caravan's stay. In order to make things a bit more challenging, the caravans charge an upkeep fee for each city they stop at. This fee is a yearly charge, and the cost of their upkeep is the number of stops times 100. So for our example, Mongolia would have to pay 100g for the stay, Egypt 200g, and etc. The destination city has to pay no upkeep fee. Note that the fee is charged to the owner of the city, so there needs to be negotiation and compromise in order for a long caravan to work. So why caravans? This will be explained. So why use caravans, you ask? Well the answer to that questions is districts. Several trade districts will be outlined on the world map (i.e central desert, island chains, north and south hemisphere, etc.) and depending on your location, trading with towns in these different districts adds a % bonus on top of the basic trading bonus for the city. If you manage to get a trade caravan from the Han to Aresia, there will be a large percent bonus for the trade. Please note that a trade caravan takes a trade route for a city, so at "better trading" you could have 2 trade caravans and no regular trade routes, or have a mix, or no caravans at all. And THAT is my proposal for trade :thumbup: The sour dough of the epitmous pie hungers for another's sweet lips to be dulled into a state of most irreverant humblenessTUBULAR BELLS! Link to comment Share on other sites More sharing options...
a_bert Posted October 30, 2009 Share Posted October 30, 2009 Really good idea Paul, I actually especially like the idea of giving the map sub sections. I think that it should take a while to research trading when it's going to give huge payoffs, but yeah, it's a great concept. 'Tis I, 'tis Vindice, 'tis I! Link to comment Share on other sites More sharing options...
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