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(TFT) Technology
Technology - a Civ2 approach
This is the Tech-Tree from Civ2 with the Talent and Jobs lists from TFT
mapped onto it.
Welllllllll, not ALL the Jobs and Talents.
Of course there are a few problems with all this.
A player starts Civ2 with Land Clearing, Farming, Mining, City Building and
Road Construction.
Quite a few Talents are subsumed in those initial technologies.
As for Jobs, the military Jobs have been changed to suit the Tech-Tree, but
the rule of thumb is to treat military Jobs as recruits requiring 3 weapon
Talents.
Figures Actions like building, training, and research are plotted against
campaign time as timing elements in a kind of timing diagram.
Fractal-time (timewave) can be used to provide large scale background with
segments repeating in shorter and shorter durations until the culmination
point is reached at which point the segments repeat over longer and longer
durations into the future.
Novelty is yin and Habit is yang.
This is more a map of the problem areas rather than a working model.
Military
Ancient (~10,000 B.C. to 1300 A.D.)
Warrior Code
Unit = Archers
cost 30, att 3, def 2, move 1, HP 1, fire 1
Talent = Bow, Crossbow
Job = Longbowman, Bow, Missle Weapons $150, 5/16
Job = Crossbowman, Crossbow $25, 5/16
Building = Barracks
City produces Veteran ground units. Ground units can be completely repaired
in a single turn.
Talent = Knife, Sword, Ax/Mace, Pole Weapons, Shield
Job = Recruit, 3 Weapon Talents, $50, 5/16
Talent = Warrior
Talent = Unarmed Combat
Horseback Riding
Unit = Horseman
cost 20, att 2, def 1, move 2, HP 1, fire 1
Talent = Horsemanship
Job = Courier, Alertness - Running - Swimming - Expert Horsemanship - 2
Weapons Talents, $80, 4/17
Feudalism
Unit = Pikeman
cost 20, att 1, def 2, move 1, HP 1, fire 1 *2 def vs. mounted units
Job = Pikeman Recruit, Pike, Sword, Shield, $50, 5/16
WotW = Sun Tzu's War Academy
All new ground units produced gain Veteran (4 Weapon Talents, UCI, $75,
4/17) status. Any unit which wins a combat gains Veteran status.
Talent = Veteran
Talent = Strategist
Renaissance (~1300 to 1600 A.D.)
Chilvalry
Unit = Knights
cost 40, att 4, def 2, move 2, HP 1, fire 1
Culturally limited availability.
Leadership
Unit = Dragoons
cost 50, att 5, def 2, move 2, HP 2, fire 1
Job = Dragoon, Guns, Sword, Horsemanship, $50, 5/16
Talent = Tactics
Gunpowder
Unit = Musketeers
cost 30, att 3, def 3, move 1, HP 2, fire 1
Talent = Guns
Job = Musketeer, Guns, Sword, UCI, $50, 5/16
Metallurgy
Unit = Cannon
cost 40, att 8, def 1, move 1, HP 2, fire 1
Job = Auxiliary, Driver OR Engineer OR Tracker OR Priest, $50, 3/17
Building = Coastal Fortress
Units in city are doubled on defense against shore bombardment by enemy
ships.
Industrial
Tactics
Conscription
Modern
Amphibious Warfare
Mobile Warfare
Combined Arms
Espionage
Guerilla Warfare
Rocketry
Robotics
Stealth
Near Future
Far Future
Space Opera
Social
Ancient (~10,000 B.C. to 1300 A.D.)
Ceremonial Burial
Building = Temple
Up to two discontented citizens are made content.
Job = Priest, Priest - Charisma, $75, 3/18
Talent = Priest
Code of Laws
Building = Courthouse
Decreases corruption by 50%%. Makes city more resistant to bribery by enemy
diplomats and spies. Under Democracy, one content citizen becomes happy.
Job = Lawyer
Talent = Detection of Lies
Mysticism
WotW = The Oracle
Doubles the effect of all of your temples.
Talent = Charisma
Job = Apprentice, Aid Spell, $25, 4/18
Polytheism
Unit = Elephant
cost 40, att 4, def 1, move 2, HP 1, fire 1
Talent = Animal Handeler
Job = Animal/Bird Trainer, Animal Handler - Monster Followers - Vet, $75,
4/17
Job = Journeyman, IQ 10; Aid Spell, 3 * IQ, 4/18
Monarchy
UNIT SUPPORT Each unit beyond the third costs one shield per turn. Settlers
eat one food per turn.
HAPPINESS Up to three military units in each city will institute "martial
law", converting an unhappy citizen into a content citizen.
CORRUPTION AND WASTE Monarchy has a MODERATE rate of corruption and waste.
The level of corruption in a particular city is based on its distance from
your capital.
SPECIAL Under a Monarchy, none of the science/tax/luxury rates may be set
higher than 70%%.
HINTS Monarchy is an excellent form of government for a young civilization.
Talent = Courtly Graces
Job = Tax Collector, Literacy - Detection of Lies, $75, 4/15
The Republic
UNIT SUPPORT Each unit costs one shield per turn. Settlers eat TWO food per
turn.
HAPPINESS Each military unit AFTER THE FIRST which is not in a friendly city
(or a fortress within 3 spaces of a friendly city) causes one citizen in its
home city to become unhappy.
CORRUPTION AND WASTE The Republic has a LOW rate of corruption and waste.
The level of corruption in a particular city is based on its distance from
your capital.
SPECIAL Under a Republic, each square which ordinarily produces at least one
unit of trade produces an extra unit. None of the science/tax/luxury rates
may be set higher than 80%%.
HINTS Switching to a Republic can give an astounding boost to your science
and tax revenues, although you'll probably have to divert some of your trade
to luxuries. It becomes more difficult (and expensive) to keep an army in
the field, but building the Womens Suffrage wonder can help with this
problem.
Job = Tax Collector, Literacy - Detection of Lies, $75, 4/15
Renaissance (~1300 to 1600 A.D.)
Philosophy
If you discover the Philosophy advance before any other civilization has
done so, you earn a "free" advance.
Talent = New Followers
Talent = Monster Followers
Monotheism
Unit = Crusaders
cost 40, att 5, def 1, move 2, HP 1, fire 1
Job = Crusader, Lance, Shield, Horsemanship, $50, 5/16
Building = Catherdal
Makes four unhappy citizens content (Three after Communism).
WotW = Michaelangelo's Chapel
Counts as a Cathedral in each of your cities.
Theology
WotW = J.S. Bach's Cathedral
Decreases unhappy citizens on same continent by 2 per city.
The discovery of Theology makes your Cathedrals more influential. Instead of
making three unhappy people per city content, a Cathedral now relieves four.
Talent = Theologian
Job = High Priest, Priest - Charisma - Theologian - Business Sense -
Detection of Lies, $150, 3/18
Industrial
Democracy
Fundamentalism
Communism
Modern
Recycling
Labor Union
Environtmentalism
Near Future
Far Future
Space Opera
Academic
Ancient (~10,000 B.C. to 1300 A.D.)
Alphabet
Talent = Languages
Writing
Unit = Diplomat
cost 30, att 0, def 0, move 2, HP 1, fire 1, ignores zoc. Diplomatic
functions.
Job = Spy, Spying - Silent Movement - Disguise - Literacy - 3 Languages -
Master Thief, $250, 5/15
Building = Library
Increases science output by 50%%.
Talent = Writing
Job = Translator, 3 Languages - Literacy, # of Languages * 15, 3/18
Calligrapher, Artist &/OR (?) Calligrapher, $50, 3/18
Mathmatics
Unit = Catapult
cost 40, att 6, def 1, move 1, HP 1, fire 1
Talent = Mathematician
Job = Mathematician, Mathematician, IQ * 6, 3/18
Literacy
WotW = The Great Library
Civilization receives any civilization advance already discovered by two
other civilizations.
Talent = Literacy
Renaissance (~1300 to 1600 A.D.)
University
Building = University
Increases science output by an additional 50% (cumulative w/ Library).
Talent = Scholar
Job = Scholar/Teacher/Scribe, Scholar, $75, 4/18
Astronomy
WotW = Copernicus's Observatory
Increases science output of city by 50%.
Chemistry (Building = Chemist's Lab)
Talent = Chemist
Job = Chemist, Chemist, $100 (or profits from sale if owner) 3/16
Theory of Gravity
WotW = Isaac Newton's College
Doubles science output of city.
Physics
Job = Sage, Scholar - 3 Languages, $125, 4/18
Magnetism
Unit = Galleon
cost 40, att 0, def 2, move 4, HP 2, fire 1, can transport 4 ground units.
Unit = Frigate
cost 50, att 4, def 2, move 4, HP 2, fire 1, can transport 2 ground units.
Job = Fighting-ship Crewman, Seamanship, Boating, Swimming, 2 Weapon
Talents, $50, 4/16
Industrial
Steam Engine
Atomic Theory
Modern
Nuclear Fission
Nuclear Power
Genetic Engineering
The Laser
Fusion Power
Space Flight
Super Conductor
Future Tech
Near Future
Far Future
Space Opera
Applied
Ancient (~10,000 B.C. to 1300 A.D.)
Bronze Working (Building = Bronze Smith)
Unit = Phalanx
cost 20, att 1, def 2, move 1, HP 1, fire 1
Job = Hoplite, Long Spear, Sword, Shield, $50, 5/16
WotW = Colossus
City produces one extra trade arrow in each square that already produces
one.
Talent = Armourer
Job = Armourer/Smith, Armourer OR Goldsmith, $100, 3/18
Masonry (Building = Quarry)
Building = Palace
Eliminates corruption and waste in the city, and decreases it in all nearby
cities.
Building = City Walls
Units in city are tripled on defense versus ground attacks.
WotW = The Pyramids
Counts as a Granary in every one of your cities.
WotW = The Great Wall
Enemy civilizations must offer cease-fire/peace in negotiations. Combat
strength doubled against barbarians.
Job = Builder, Architect - Builder OR Shipbuilder, $50, 3/18
The Wheel (Building = Cartwright)
Unit = Chariot
cost 30, att 3, def 1, move 2, HP 1, fire 1
Talent = Driver
Job = Auxiliary, Driver OR Engineer OR Tracker OR Priest, $50, 3/17
Iron Working (Building = Iron Smith)
Unit = Legion
cost 40, att 4, def 2, move 1, HP 1, fire 1
Job = Legionaire, Thrown Weapon (pila), Sword, Shield, $50, 5/16
Job = Armourer/Smith, Armourer OR Goldsmith, $100, 3/18
Construction
Building = Aqueduct
Allows city to increase beyond size 8.
Building = Coloseum
Three unhappy citizens are made content (four w/ Electronics).
Job = Builder, Architect - Builder OR Shipbuilder, $50, 3/18
Job = Minstrel, Bard, IQ * 4, 3/18
Job = Entertainer, Bard & one of: Charisma - Sex Appeal - Acrobatics -
Mimic - Ventriloquist, 15 * # of listed Talents, 3/18
Job = Armsmaster, DX 15; 6 Weapon Skills +, 10 * # of Weapon and UC
Talents, 4/17
Job = Entertainer, Sex Appeal AND/OR Charisma - several showy spells, 8 * #
of showy spells (+ $20 Bard, + $40 Master Bard), 3/18
Building = Fortress
Units within a Fortress gain significant advantages. A unit stationed within
a Fortress doubles its defensive strength, and stacked units are destroyed
one at a time. Settlers or Engineer units can build Fortresses on any
terrain square (except a city square)
Talent = Architect/Builder
Engineering
WotW = King Richard's Crusade
Every square in the city's radius produces an extra resource "shield".
Talent = Engineer
Bridge Building
Building = Bridge
Allows Settlers or Engineer units to bridge roads across rivers, etc.
Renaissance (~1300 to 1600 A.D.)
Invention
WotW = Leonardo's Workshop
Whenever one of your units becomes obsolete because of a new technology you
have discovered, it is immediately replaced by an equivalent modern unit.
Talent = Mechanican
Industrial
Refining
Combustion
Explosives
Flight
Steel
Machine Tools
Modern
Plastics
Automobile
Radio
Mass Production
Electronics
Advanced Flight
Miniaturization
Computers
Near Future
Far Future
Space Opera
Economic
Ancient (~10,000 B.C. to 1300 A.D.)
Pottery
Building = Granary
Only half of city's food store is depleted when city increases in size.
WotW = The Hanging Gardens
One extra happy citizen in every city.
Map Making
Unit = Trireme
cost 40, att 1, def 1, move 3, HP 1, fire 1, can transport 2 ground units.
MUST end turn adjacent to land or risk sinking.
Job = Fighting-ship Crewman, Seamanship, Boating, Swimming, 2 Weapon
Talents, $50, 4/16
WotW = Lighthouse
Triremes can move across oceans w/o danger, and all other types of ship have
their movement rate increased by one. Also, all new ships you produce
receive veteran status.
Talent = Boating
Seafaring
Unit = Explorer
cost 30, att 0, def 1, move 1 (3), HP 1, fire 1, all terain is treated as
roads (i.e. 1/3rd movement)
Building = Harbor
All ocean squares in the city's radius produce one extra unit of food.
Job = Fisherman/Sailor Seamanship, $30, 4/17
Job = Builder, Architect - Builder OR Shipbuilder, $50, 3/18
Talent = Shipbuilder
Talent = Seamanship
Currency
Building = Marketplace
Increases tax and luxury output by 50%%.
Talent = Business Sense
Job = Shop Worker, etc., Literacy, $10, none
Trade
Unit = Caravan
cost 50, att 0, def 1, move 1, HP 1, fire 1, ignores ZOC
Talent = Vet
Job = Animal/Bird Trainer, Animal Handler - Monster Followers - Vet, $75,
4/17
Job = Guard, 3 Weapon Talents, $50, 5/16
WotW = Marco Polo's Embassy
Talent = Diplomacy
Renaissance (~1300 to 1600 A.D.)
Navigation
Unit = Caravel
cost 40, att 2, def 1, move 3, HP 1, fire 1, can transport 3 ground units
WotW = Magellan's Expedition
Movement rate of all ships is increased by two.
Talent = Captian
Banking
Building = Bank
Increases tax and luxury output by an additional 50%% (cumulative w/
Marketplace).
Talent = Recognise Value
Job = Merchant (any type), Business Sense - Assess Value, $75, 3/18
Medicine
WotW = Skakespear's Theater
All unhappy citizens in city are content.
Talent = Bard
Job = Minstrel, Bard, IQ * 4, 3/18
Job =Entertainer, Bard & one of: Charisma - Sex Appeal - Acrobatics -
Mimic - Ventriloquist, 15 * # of listed Talents, 3/18
Job = Entertainer, Sex Appeal AND/OR Charisma - several showy spells, 8 * #
of showy spells (+ $20 Bard, + $40 Master Bard), 3/18
Talent = Physicker
Job = Healer, Master Physicker, $100, 4/18
Industrial
Economics
Sanitation
Railroad
Industrialization
The Corporation
Modern
Refrigeration
Near Future
Far Future
Space Opera
Magic
Ancient (~10,000 B.C. to 1300 A.D.)
Magic of Item Creation
Magic of Movement
Magic of Control
Magic of Illusion
Magic of Information
Elemental Magic of Fire
Elemental Magic of Air
Elemental Magic of Water
Elemental Magic of Earth
Renaissance (~1300 to 1600 A.D.)
Wizards Guild
Building = Guild Campus
Alchemy
Building = Laboratory
Talent = Alchemy
Job = Alchemist
Industrial
Modern
Near Future
Far Future
Space Opera
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