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Am I the only one who played Space Empires IV? For those who. Create any damn race you want, complete with exclusive tech trees.
In the meantime, please use the for community discussions.
Nice Job, Nethog! That obvious took a lot of effort.May I make a few observations?
I personally find your chart easy enough to follow, but I suspect it's bottom up flow pattern might be more difficult for those used to looking at the tech trees. Perhaps rearrangement might be better.Interesting choices of things to include, like certain commodity availability. There are also other similar game effects, like trade milestones and barb production, but I know your chart has limited space. A few very minor things, like the colosseum mispelling under Electronics and the fact that 'more' partisans are not produced with Communism.
It takes both Communism and Gunpowder to produce them to begin with (when a city is captured). As a matter of preference, I'd simply state the new cost of barracks under Gunpowder and Mobile Warfare (2 and 3, respectively), not say increased maint. Costs by 1.Very nice job overall!! I personally don't mind the flow arrangement. And it does follow the relative arrangement of the wall chart for the box positioning, so it really should not be too hard for people to follow from the bottom up.Major effects on trade:For the first 200 game turns, the Trade Bonus (TB) is 200% of normal.If both Navigation and Invention are discovered (by anyone) before Turn 200, the TB is reduced to 'normal'.When RR is discovered, Trade Bonus is reduced to 66% of normal.When Flight is discovered, the Trade Bonus is reduced to 33%.For Partisans, its pretty hard to say it short to fit, hehe.
Perhaps:Communism:With Gunpowder, your captured cities may produce PartisansGunpowder:With Communism, your captured cities may produce Partisans.This is funny because I doubt no Civ 2 player reaches Communism without GP first. And I know the AI won't wait that long.Here is a very valuable and little known item: with Mobile Warfare, no more Sea Barbs are created by Civ II. You will still get land barbs, but no more barb ships will created. Of course, this means you need no city defenders in coastal areas you rule with an Iron Fist, and if all nearby land is settled.A lot of advances change the types of Barbs you face. These include:Chivalry, Conscription, Gunpowder, Iron Working, Leadership, Magnetism, Monothiesm, Metallurgy, Mobile Warfare, Tactics, Polythiesm, Geurilla Warfare.I think I got them all. Maybe just a symbol next to these advances (like a double asterisk?) with a common note like: 'Discovery of this advance changed the types of barbarians produced'Your chart is looking quite good.Others (in particular) that might have good input include Andu Indorin, SlowThinker, and it looks like Smash has seen it already. I just noticed you had another page beyond the Chart.
Here is some feedback:City Walls:- Prevent Population Loss when a city's defender looses a battle.- Ineffective against Sea, Air, and Howitzers.Coastal Fortress:- remove reference to ships in port. That is not true. CF does not apply to ships at all.SDI:- No effect on aircraft.
Remove that part.- Doubles defender strength agains Cruise Missiles (no doubling effect on other missles, e.g., Nukes, which are thwarted altogether).Temple:- Ineffective until Ceremonial Burial- Only makes one unhappy citizen content.- Two after MysticismAirport:If both source and destination have an airport:1. Increases Trade Bonus by 50%2. Increase Trade Route value by 50%- One airlift operation per turn (either in or out).- remove reference to 'international routes'. Click to expand.LOL, the improvements stuff is definately not inteded for the Tech Tree portion! That's exactly waht he already has. In fact, the way he groups his improvements into related categories is an excellent idea.I'd originally overlooked the 2nd and 3rd pages of the Tech Tree.PDF too, because I was only expecting a tech tree. I only found the other pages by accidentally scroling down.
There is a 3rd page that I have not looked closely at yet, dealing with terrain. But his format looks great.I plan to use this, especially for people that are infrequent (or newbies) to Civ play. I really like that it can be printed on a B/W printer, too.The Tech Tree part is 99% good to go already. And when the Improvements section goes through a couple more iterations, it'll be killer too. Click to expand.I think he meant for them to be added in the Temple, Colosseum and Cathedral boxes.
The Cathedral box touches on this in its last point.Might I also suggest, just to completely round out the information you have, to add the number of shields that are required to build each City Improvement. You may also want to add a description of what Capitalization does.I'm actually kinda use to the tech chart now.If you want, PM TF and he can add a link to your site from our Civ II section off the main site.Hope this helps.Edit: fixed Italics.
Click to expand.You are correct, my bad on that part. LOL, I can't believe I wrote it that way when I go back and read it now!! You are being kind with 'technically wrong'. For such an important improvement, I'd call it dead wrong.New Suggestion:Cathedral- Makes 3 unhappy (red) citizens content- Upon discovery of Communism, one less citizen is content- Upon discovery of Theology, +1 citizen is content- Michelangelo's Chapel acts as a Cathedral in every city with no upkeep costs-Pays Thithe of 2, 3, or 4 gold in Fundamentalism with no upkeep. Click to expand.Actually, the SDI does indeed double the defense factor of a land unit city defender during a Cruise Missile Attack.
The 50% factor you see quoted in places is not correct. I believe it was a late change following gameplay testing that prompted Sid's guys to do this. With the SAM, the factor is quadrupled.I used to be a big CM shooter, and seem to recall that a pop-up screen mentioned the SDI doubles the defense, or something like that. The ADM numbers seemed to work out right, as I recall. Click to expand.Absolutely.
That is a very misunderstood wonder.From last fall's GOTM 8, some of us were discussing it in Duke of Marlborough's thread:Look at the last post on page 6 (2/3 the way through it, about Smash's Science output & the Pandora's box, for the actual calculation & detail; Sodak also has some very good info you might be interested in:We spew out more info than you probably care to know about improvements, hehe.With all the knowledgeable players, the GOTM is a good place to find lesser known thing about Civ 2. Nice job, and fast work, nethog.We are getting much closer! I really marvel at how you've managed to put such a great amount of info in a readable format in the tech tree.Since I plan to make use of your excellent chart when talking to newer players, I have some final tune ups for the Tech Tree (more for the Improvements will come later).In Ind, Env, MassP, San, Auto change the phrase 'Increases pop-based pollution' to 'Increases Population Pollution (PP)'COMBINED ARMS:What is the 'airlift' bullet referrig to?
Airlifts are possible when both the source and destination city have an airport, and CA has nothing to do with it.COMMUNISM:change to this:'With Gunpowder, a civ's captured cities may produce Partisans.' My note to you. The number of partisans depends on a lot of factors, and small cities may not produce any at all. It is not a guarantee. Also, a civ that does not yet have Com & GP cannot produce such partisans.GUNPOWDER:change:'With Communism, a civ's captured cities may produce Partisans.' GUERRILA WARFARE:change:'Captured cities produce more Partisans'The key is the word more.SEAFARING:change:reduces chance a Trireme is lost at sea from 1 in 2, to 1 in 4.NAVIGATION:change:reduces chance a Trireme is lost at sea to 1 in 8.BRIDGE BUILDING:Change:'Allows roads to be built across rivers.RRs can be built after discovering RR.'
BB is a prereq for RR, but the original wording can lead to new players thinking the RR can be built across rivers right away. This can also be an issue in tech stealing and gifting.).DEMOCRACY:change:'While in a Democratic government, the Courthouse makes one content citizen happy'FUTURE TECH:change:'Each Future Tech (FT) adds +5 to your civ score'255 FTs are possible. After that, FT rolls over to 0, begins again, and sets your FT score back to 0.'
Add to Notes:Each technology (including FT) a civ obtains after the game starts increases the probability of pollution from polluting cities (those with yellow triangles) by a slight amount.Comments about the Improvement section to come later (there are some).PS, Nice solution to the 'barb change' issue!EDIT: Typo and changed the last note's wording.