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Advanced Tech Tree Design :
Part Two |
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Now that we have covered the basics
of tech tree design, it is worthwhile to consider all of
the picky details that need to be taken care of when designing
tech trees and all of the neat special effects you can
achieve using advances. I am indebted to Leon Marrick for
much of the material presented here, especially the list of special
effects for various technologies.
Throughout I will illustrate with the Invasion Earth Mini-Scenario.
You will want to be ready to open up the main files with
Notepad and get into the nitty-gritty details -- for this
part even more than the previous one.
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"Invasion Earth"
Example |
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Note: This is the same file
as used in Part One.
For this tutorial, I've created
a new mini-scenario called Invasion Earth. I've included a units
file, a basic rules file, a people file, cities file, and the
pedia.txt file. It is a total war scenario featuring aliens invading
Earth.
The mini-scenario has two main
features that interest us:
- Some units that require the
same advance to build are specific to particular civilizations.
- There are advances that are
available ONLY to the humans and some that are available ONLY
to the aliens.
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Partially Divergent Tech Trees? |
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The examples I have given so far
assume that your tech trees diverge totally. That is, all
of the technologies that are unique to a particular civilization
are along a branch derived directly from Once Removed.
For example, we assumed that all alien technologies are
in a tree built on Destroy Mankind.
But what if you want many of your technologies to be shared by
all civilizations? For example, you might want a scenario
about France and England in the 19th century that involved
most of the same technologies with just a few short branches
where the tech trees diverge. You might want the French
to have more opportunities to develop their army, for example,
while the British have more nautical advances.
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Short Divergent Trees |
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Perhaps the simplest case is
where you have a short branch that you want only a few
civilizations to have. In Invasion Earth, both humans and aliens
can develop the Plasma Weapons and Energy Harness advances.
However, we want the Terminator advance to require Plasma Weapons,
but we don't want the humans to be able to research it!
So how to we restrict the Terminator
advance, which is NOT in a separate tree for the aliens?
By now you have probably guessed the solution, which I have sketched
below.
What I have done is simply
to insert Terminators as depending on Plasma Weapons, but
also make it depend on an advance that only the aliens can get.
You could even use Destroy Mankind directly rather than
tracing it through later technologies if you want.
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Same Technology in Separate
Trees |
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Another possible problem
would be dealing with two totally separate trees that should
lead to the same advance at some point. For example, in
Invasion Earth I wanted both the humans and the aliens
to be able to get Guerilla Warfare eventually. The reason was
that at some point the aliens should be able to convert
people to their cause through bribery, mind control and
alien cults. What I did was leave Guerilla Warfare in the human-only
tree, but I included an event (see the Invasion Earth events.txt
file) that gives Guerilla Warfare to the aliens when they
learn the Sympathizers technology. Technology #34 is Guerilla
Warfare (you can figure it out by counting down the list, or
you can just use the Fantastic Worlds Events editor and
create a GiveTechnology event using the name of the tech
and it will convert it to the number for you).
To make sure that the aliens
don't start researching Modern Weapons from Guerilla Warfare,
we simply use the trick from the previous section and make Modern
Weapons require both Guerilla Warfare and Kick Alien Butt
to research, effectively making Guerilla Warfare a dead-end
tech that the aliens get as a bonus for researching Sympathizers.
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Same Technology in Separate
Trees II: Recursive Trees |
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This trick was first used in
the Master of Magic, Jr., scenario. A recursive tree is one
that turns back on itself. It means that one civilization begins
far down one of the branches of the technology tree, but
not necessarily far down all of them. For example, in Master
of Magic, you can eventually learn all of the types of magic,
but to do so requires extensive research. However, each
tribe starts with ONE of the branches of magic. This would
be a recursive tree, because at some point you get the
technology to move down other cultures' tech trees.
It should be obvious how to set such a thing up by now, but if
not, look again at Fusion and Plasma Weapons [Plu and Whe,
respectively]. The aliens begin with Fusion and Plasma
Weapons already researched. However, if you check, Fusion requires
Military Lasers [Hor] and Nuclear Subs [Pot] to research!
Those are on the human-only tree. What I did was give the
technology to the aliens, assuming that those earlier advances
were too out of date for them to even care about. However, for
the humans to get Fusion, they need to make their way up
their own tech tree.
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Getting Closure: Future Tech |
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The technology tree should be
possible to trace all the way to Future Tech or you may
run out of advances to research (which creates some problems).
However, if you have multiple branches that could be a
problem. The solution is simply to use GiveTechnology to
ensure that everyone can research future tech eventually.
In Invasion Earth, the humans can take the direct path to Future
Tech, as it depends on Energy Harness [Cst] and Edge of
Tomorrow [Chi]. The aliens, on the other hand, can't ever
reach Edge of Tomorrow. So what I did was include a GiveTechnology
event that gives them the Edge of Tomorrow advance when
they discover Adv. Alien Tech [Che]. Viola! They can now
get Future Technology.
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Special Effects |
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Many technologies have game
effects that are not obvious or not clearly documented,
so you need to be careful about what advance you use for what
purpose. I usually mark off a few of them with *'s right
from the start to ensure that I don't mistakenly use one
for one of my technologies by mistake. Here is a list of the
special effects for various technologies, quoted directly
from Leon Marrick's paper:
- Automobile works with Electronics
to change city pictures to the modern style.
- Bridge Building allows settlers/engineers to construct
roads in river
squares.
- Ceremonial
Burial allows temples to
make one person content. Without this advance, temples
have no effect.
- Construction allows the building of Fortresses.
- Communism reduces the effectiveness of Cathedrals,
makes more partisans appear. [Ed. Note: Also the only advance
that allows the Communist government.]
- Democracy allows Courthouses to make one content
citizen happy. [Ed. Note: Also the only advance that allows
the Democracy government.]
- Electronics improves the effectiveness of Coliseums,
and works with Automobile to change city pictures to the
modern style.
- Fusion Power makes Nuclear Plants entirely safe
and adds 25% to spaceship thrust
- Guerrilla
Warfare makes a civilization
much more difficult to conquer, since all captured cities
henceforth produce many more partisans (note that other
techs allow a few partisans to appear). Allocate with care; a
civilization representing a state with no popular support should
likely not have this advance.
- Gunpowder sells all barracks, and increases
their maintenance cost by one. [Ed. Note: Also, all units
in the slots to the left of Musketeers go obsolete, except
settlers and engineers. They cannot be built anymore even
if nothing explicitly made them obsolete!]
- The Industrialization advance changes city pictures to the industrial
style.
- Give a civilization Invention, and they will not gain advances from
goody boxes.
- Map Making allows you to exchange maps with computer
players if they also have this advance.
- Mobile Warfare sells all barracks, and increases
their maintenance cost by one (this adds to Gunpowder's
effect, not replaces it).
- Monotheism allows Cathedrals to make three people
content. Without Monotheism, cathedrals have no effect.
- Mysticism improves the effectiveness of temples.
- The Nuclear Power tech allows ships to move one extra square.
- Both Navigation
and Seafaring reduce the chances of triremes
floundering.
- Philosophy
grants a free advance to
the first civ that discovers it.
- Radio allows settlers/engineers to construct
airbases.
- Railroad allows settlers/engineers to build
railroads. All city squares are upgraded to railroad.
- The Refrigeration advance instantly improves all city squares
to farmland, and makes it possible to double-irrigate land.
- Theology improves the effectiveness of Cathedrals.
- Trade makes it possible to discover what
cities want what trade goods.
- [Ed Note: Fundamentalism,
The Republic, Monarchy likewise allow their respective government
forms]
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Tricks with People and Cities |
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Notice that the Industrial
cities and people appear only once you discover Industrialization,
and Modern cities and people appear once you discover Electronics
and Automobile. So, if you give players these technologies you
can control what their cities and people look like. I did
this with Invasion Earth. The humans have Automobile and
Electronics (though under another name) and so their cities use
the modern style and you see the modern human faces I put
in to people.gif. The aliens don't have either of these
techs or Industrialization, so they appear as aliens with alien
cities. You may want to look at both of these art files
to see what I did.
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Concluding Remarks: Part II
of the Tutorial |
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This part of the tutorial covers
tricks with the tech tree and has some thoughts on tech
trees that are partially interconnected. It finishes the main
part of the Advanced Tech Tree Tutorial. I may have a Part
III at some point covering branchiness theory, but it will
likely appear both here and on the upcoming Call to Power SLeague
area as it applies generally to any Civ-like game that
uses technology trees.
If you have any questions or find errors in this guide, please
email me. This is a long guide and there are bound to be
typos and small glitches that need to be fixed.
Thanks and keep on Civin'!
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