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Post by NickTheNick on Oct 26, 2017 0:25:29 GMT
Recently I've been going through the concepts of the Strategy Mode to revamp the way the Research Web/Tech Tree/Whatever you want to call it is designed. I want to add a lot more depth to the different technologies and add a lot more specific ones. This is to give the feel of a more seamless transition of technology through the ages and to really allow for more unique and customizable countries (sort of inspired by my Civ game here: thrivegame.freeforums.net/thread/318/official-thrive-civilization-forum-competition). So here's a thread to brainstorm what techs to include! Use the following format for suggesting a tech: NameRequires: Previous techs or knowledge that this tech may require. Effects: What this tech enables. Triggers: Activities that help lead to the discovery of this tech. It's okay if you don't know specific techs or game quantities from this stage, just use general/real-life terms and I can translate it into the game's context. Here are some that I came up with recently: IrrigationRequires: Agriculture Effects: Allows for irrigation canals to be dug to extend the range of fresh water for farming. Triggers: Farming a lot. Farming near rivers or coasts. Crop RotationRequires: Agriculture Effects: Increases the yield of crops from your farms. Triggers: Farming a lot. Fields using up their nutrients. FlintknappingRequires: Stone Tools Effects: Increases the quality of stone tools. Can be researched multiple times. Triggers: Crafting and working with stone tools, specifically soft stones like flint and chert.
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TheGraveKnight
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Post by TheGraveKnight on Oct 26, 2017 1:15:57 GMT
Stone Axes Requires: Stone Tools Effects: Improved Logging, Decent Weaponry Triggers: Repeatedly cutting down trees, sharpening stones
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Post by crodnu on Oct 26, 2017 4:00:16 GMT
Stone AxesRequires: Stone Tools Effects: Improved Logging, Decent Weaponry Triggers: Increased logging, higher income of the resource Wood "Triggers" is what causes the tech to be discovered, not what it gives you (that is "Effects").
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TheGraveKnight
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The Motivational Army is watching
Posts: 1,170
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Post by TheGraveKnight on Oct 26, 2017 13:17:26 GMT
Stone AxesRequires: Stone Tools Effects: Improved Logging, Decent Weaponry Triggers: Increased logging, higher income of the resource Wood "Triggers" is what causes the tech to be discovered, not what it gives you (that is "Effects"). Just changed it
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Post by February Steam of Foushoo on Nov 13, 2017 3:07:57 GMT
I looked into any projects that attempted to do this at a macro scale. I found two very interest blog post. each gives some great information but ultimately says that most technologies do not have direct prerequisites, have innumerable prerequisites, or just flat out came about through pure coincidence or genius. Here they are: click me! No, click me!
Notable Ideas from these sources: 1. It is unheard of on earth for metal tools to ever come before stone tools naturally(thus stone tools must somehow lead toward metal tools in a tree). 2. The Wheel, in the case of earth civilizations, has never come into being without beasts-of-burden and existence of Agriculture(thus the wheel must somehow arise from beasts-of-burden and agriculture).
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Post by QuantumCrab of '18 on Nov 13, 2017 4:53:22 GMT
Unified Currency Requires: Commerce Effects: Creates a shared currency between certain countries. Allows faster and more efficient trade between local villages, towns and cities. Triggers: Constant trading between other nations.
Note: Avoid doing this in Europe.
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Post by blackink on Nov 13, 2017 5:53:46 GMT
Weaponry use: Requires: None Effects: Allows the equipment of stones, branches and bones as weapons Triggers: Continually engaging in combat
"Words may not hurt your enemies, but stones and branches will break it's bones"
Wooden spears: Requires: Weaponry use Effects: Allows for the fabrication of wooden spears, which can pierce flesh, repeated discovery increases damage Triggers: Repeatedly engage in combat using branches
"Useful for keeping enemies afar, most effective when the tip is facing the enemy"
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Post by Omicron on Nov 13, 2017 12:43:48 GMT
1. It is unheard of on earth for metal tools to ever come before stone tools naturally (thus stone tools must somehow lead toward metal tools in a tree). However, this doesn't mean stone tools have to lead to metal. For example, the species might live somewhere where chunks of iron can be found, and later they found that heating it up first made it easier to bend them or something. 2. The Wheel, in the case of earth civilizations, has never come into being without beasts-of-burden and existence of Agriculture(thus the wheel must somehow arise from beasts-of-burden and agriculture). This is, again, more likely a coincidence than something else, as the wheel just adds the same benefits as beasts-of-burden do, (they both allow for transporting heavy/many objects without having the "master" do a lot,) and therefore probably emerged around the same kinds of colonies. (nomads) It's just that beasts-of-burden are (apparently) "easier" to find out about. (I agree on the rest though)
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Post by Lanky Giraffe on Nov 13, 2017 15:24:25 GMT
Spear Fishing Requires: Spears, Hunting/"Bare hand fishing" Effects: Improves efficiency of fishing, trains general accuracy of fisher Triggers: Society member attacks an aquatic organism with a throwing spear/long weapon
Fish Traps Requires: String-making, Hook-making Effects: Can gather continues meat resources from a flowing river Triggers: Society member set up a line of sharp objects in a river
Fishing Rod Requires: Luring, String-making Effects: Improves efficiency of fishing, slightly trains strength of fisher Triggers: Society member throws lure attached to a string into a water source
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Post by Omicron on Nov 14, 2017 8:57:04 GMT
I just realized that maybe having "boost trigger"s would be a logical addition too. For example, using Lanky's idea as example, fish traps could be discovered before "land traps". However, having your tribe know the basics of land traps would probably improve the chances of someone deciding that they should put a trap in a nearby body of water, and therefore discovering the "fish traps" tech. This could also work the other way around, with knowing what a fish trap is boosting the chances of discovering the "land traps" tech.
Some more examples, taking earlier posts as inspiration: "Stone axes" and "flintknapping": knowing you can shape wood using a piece of rock improves the chances of having a villager realize he could probably try to shape stone using a piece of wood, and vice versa "Weaponry use" and "tools": "Huh, maybe I could use this sharp stick I use to skin stuff to stab someone" (or of course the other way around)
They could also only be one way, for example having the "fishing rod" tech boost the chances of discovering the "fish traps" tech, but not the other way around.
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Post by NickTheNick on Nov 15, 2017 2:44:47 GMT
Lanky Giraffe: I'm not sure if you're clear as to what the triggers section means, since yours sound like descriptions of the tech. Read what I wrote below to see what I mean. Omicron: That's what the "Triggers" part of the description of a tech is about. For example: Irrigation Requires: Agriculture Effects: Allows for irrigation canals to be dug to extend the range of fresh water for farming. Triggers: Farming a lot. Farming near rivers or coasts. So if your society farms a lot and/or farms near water, they would have an increased likelihood of discovering irrigation.
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Post by Omicron on Nov 15, 2017 9:38:13 GMT
Omicron : That's what the "Triggers" part of the description of a tech is about. For example: Irrigation Requires: Agriculture Effects: Allows for irrigation canals to be dug to extend the range of fresh water for farming. Triggers: Farming a lot. Farming near rivers or coasts. So if your society farms a lot and/or farms near water, they would have an increased likelihood of discovering irrigation. I guess you could say that, but I was mostly talking about other technologies, not "general processses", or whatever we're going to call it.
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Post by NickTheNick on Nov 15, 2017 20:30:00 GMT
Actually technologies are included under triggers, but usually it's the activity you do/execute with that technology that is the trigger for future technology.
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Post by Lanky Giraffe on Nov 15, 2017 20:35:07 GMT
For the triggers I meant that the specific action did not actually use the technology, but an attempt to do something similar.
For example, for spear fishing what I meant for the trigger was that someone attempts to attack an aquatic creature as if it were a land organism, using throwing spears. If this continues it will unlock spear fishing. Then after the technology is unlocked they use specified fishing spears and target aquatic organisms differently to how they would target terrestrial organisms.
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