Neolithic tech tree
Posted: Mon Jul 02, 2018 6:51 pm
Hello, it is my third attempt to this game, first was one quarter of century ago (original civ), second was at the beginnings of this century (I met freeciv multiplayer and first longturn server was born from this relationship, but due to lack of players I lost interest), and now I realised that this abandoned child grows up and rule well.
After many years I still see some minor flaws of that great game. For example straightforward initial strategy (born to born) or rather short tech tree if compared to game years (even moderate player can finish game before 2000).
Here is my proposal of extended tech tree, beginning in stone age, with different initial strategies.
At the start, player can make only migrants (or coinage), no settlers or other units nor buildings. Migrants are aggressive units, stats similar to Warriors, but they cannot conquer enemy town nor fortify. They can be used as militia though. Or can be used to build up capital town, as typical migrant.
Settlers need Agriculture Farming knowledge (Fire making and Animal husbandry are prerequisites).
Only Tribalism is available at this stage.
Tier 0 consist of following "technologies":
Stone Knapping (allow Warriors)
Fire Making (allow Barracks)
Animal Husbandry (allow Explorer)
Creative Art (allow Stonehenge wonder, which act similar to Copernicus Observatory wonder)
Next tier 1 of knowledge is:
Agriculture Farming (allow Settlers)
Forestry (allow Workers, river/lake Aqueducts, Wooden Pre-Fortress)
Horseback Riding (allow horsemen)
Ceremonial Burial (Temple etc as usual)
Alphabet (no diplomat).
Third tier is:
Absolutism (Despotism enabled)
Warrior Code (archers)
Pottery (Granary etc, key tech for 4 other techs)
Map Making (Triremes etc)
and Mysticism.
Tertiary are: Polytheism, Code of Laws, The Wheel, Bronze Working, Seafaring and Writing (diplomat enabled).
Masonry require Bronze working.
Here is example of such tech tree: Some notes:
1.
Because city walls are not easy accessible, I added Wooden Pre-Fortress (based on idea from LongTurn servers), which require only Forestry knowledge. Pre-Fortress prevents against kill-stack, but no defence bonus nor bribing protection - these are served by regular Fortress enabled by Construction, as usual. Pre-fortress is also groundwork for regular Fortress.
2.
I have no idea, how to add graphics properly to freeciv. If you want to see StoneHenge graphics, you need to edit or replace /misc/wonders-large.spec file.
3.
I tested it with rules based on standard civ2civ3 rules, with 2 settlers and one migrant initially, and it took about 10-12 turns to complete Agricultural Farming, but it can be speeded up if you are lucky explorer or have nice spot for towns. Another strategy is to develop how to make flint tools and make raid against another tribes - AI make this often.
Finally, rulesets are attached below.
After many years I still see some minor flaws of that great game. For example straightforward initial strategy (born to born) or rather short tech tree if compared to game years (even moderate player can finish game before 2000).
Here is my proposal of extended tech tree, beginning in stone age, with different initial strategies.
At the start, player can make only migrants (or coinage), no settlers or other units nor buildings. Migrants are aggressive units, stats similar to Warriors, but they cannot conquer enemy town nor fortify. They can be used as militia though. Or can be used to build up capital town, as typical migrant.
Settlers need Agriculture Farming knowledge (Fire making and Animal husbandry are prerequisites).
Only Tribalism is available at this stage.
Tier 0 consist of following "technologies":
Stone Knapping (allow Warriors)
Fire Making (allow Barracks)
Animal Husbandry (allow Explorer)
Creative Art (allow Stonehenge wonder, which act similar to Copernicus Observatory wonder)
Next tier 1 of knowledge is:
Agriculture Farming (allow Settlers)
Forestry (allow Workers, river/lake Aqueducts, Wooden Pre-Fortress)
Horseback Riding (allow horsemen)
Ceremonial Burial (Temple etc as usual)
Alphabet (no diplomat).
Third tier is:
Absolutism (Despotism enabled)
Warrior Code (archers)
Pottery (Granary etc, key tech for 4 other techs)
Map Making (Triremes etc)
and Mysticism.
Tertiary are: Polytheism, Code of Laws, The Wheel, Bronze Working, Seafaring and Writing (diplomat enabled).
Masonry require Bronze working.
Here is example of such tech tree: Some notes:
1.
Because city walls are not easy accessible, I added Wooden Pre-Fortress (based on idea from LongTurn servers), which require only Forestry knowledge. Pre-Fortress prevents against kill-stack, but no defence bonus nor bribing protection - these are served by regular Fortress enabled by Construction, as usual. Pre-fortress is also groundwork for regular Fortress.
2.
I have no idea, how to add graphics properly to freeciv. If you want to see StoneHenge graphics, you need to edit or replace /misc/wonders-large.spec file.
3.
I tested it with rules based on standard civ2civ3 rules, with 2 settlers and one migrant initially, and it took about 10-12 turns to complete Agricultural Farming, but it can be speeded up if you are lucky explorer or have nice spot for towns. Another strategy is to develop how to make flint tools and make raid against another tribes - AI make this often.
Finally, rulesets are attached below.