Advanced Tech Tree Design |
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A scenario designer often wants
to have different units and advances available to different tribes
in their scenario. This guide is about making that happen and
in general about editing the advances tree. If you haven't done
so already, I suggest that you read our basic tutorial on editing
rules.txt. Although we assume you have Fantastic Worlds or the
Multiplayer Gold Edition installed, you will not be able to use
the FW/MGE Advances Editor to achieve all of the effects you
want. Notepad is your friend!
The main source of the problem is that you must use advances
that DO NOT appear in the Civilopedia as the root of your tech
tree. Fantastic Worlds is a little too clever, and will try to
"fix" your tech tree if you do this. That's why you
will need to do some editing using Notepad.
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Download "Invasion Earth"
Example |
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For this tutorial, I've created
a new mini-scenario called Invasion Earth. It's only a marginally
playable scenario, but with some tweaking it could actually be
a lot of fun! 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. As the humans,
you have lots of cheap units available, but are horribly outclassed
by the invaders. As the aliens, you have only a fixed number
of your most powerful units, and it will be a while before you
can start really manufacturing even your lesser units.
The mini-scenario has two main features that interest us:
- Some units that require the
same advance to build are specific to particular civilizations.
For example, the Expansion advance allows humans to build Engineers
and aliens to build Colony Pods.
- There are advances that are
available ONLY to the humans and some that are available ONLY
to the aliens. We don't want the humans able to build Fusion
Tanks, for example!
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No-No Advances and Tribe-Specific
Tech Trees |
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The key to making differences
between your tribes is the use of no-no advances. If you look
at the main Civilization II rules.txt file advances around plumbing
you see:
The two "no" columns for Plumbing tell you that there
are no advances leading to the research of Plumbing. Plastics,
on the other hand, requires Refrigeration (Ref) and Space Flight
(SFl) - I say it is "derived" from Refrigeration and
Space Flight. In the real game, Plumbing doesn't appear in the
Civilopedia and you can never research it. It isn't derived from
ANY technologies. You can't even give it to a civilization by
using the cheat menu. It's almost as if the advance doesn't exist.
Plumbing is what I call a no-no advance. Don't confuse no-no
advances with nil-nil advances -- those requiring nil as their
prerequisities. Nil means nothing is required to research this.
No means you CAN'T research this.
There are a number of useful properties of no-no advances:
- No-no advances cannot be traded
to other civilizations
- No-no advances can never be
researched
- No-no advances cannot be stolen
or acquired through conquest
- No-no advances, and any units
or improvements that it is the prerequisite for, do not appear
in the Civilopedia. So, if you create a no-no advance called
"Bite Me" and derive a unit called "Megakewl"
then although the player can build Megakewls, they cannot see
the stats on it in the Civilopedia or view the "Bite Me"
technology description.
You CAN give a no-no advance to a civilization using an Event.
Important: Advances that are derived directly
from a no-no advance appear in the Civilopedia normally. We will
exploit this in order to create tech trees that are specific
to a given civilization.
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Why we need Notepad: The 'Once
Removed' Advance |
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Fantastic Worlds and MGE are
both too smart for their own good.
As an experiment, you might want to start a new game, save it
as a scenario (say, test1) and change Pottery to a no-no advance
called Once Removed. Now create an advance derived from Once
Removed and nil called The Thing. Save as scenario, quit, and
begin the scenario. Now check the advances. What has happened?
It lists The Thing in the pedia, but you cannot research it --
even if you give the player the advance Once Removed. If you
check the advances editor, you'll see it has modified The Thing
to have prerequisites no, nil.
It seems this means it's impossible to make tech trees that are
unique to one civilization!
The problem is that Fantastic Worlds has a habit of trimming
items that are directly derived from no-no advances when created
using the FW editor. Hmm… this sucks! You'll also find that
these single-step no-no derivations cause FW to do lots of other
strange things to your rules.txt file if you start editing things.
Names and such will get screwed up. This is due to a major bug
in FW.
So, if you create any no-no advances AT ALL, you can no longer
use the Advances Editor in Fantastic Worlds. Other editors will
still work OK, like the improvement editor, but if you use the
Advances Editor you will get poor results.
So now what?
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The Twice-Removed Advance to
the Rescue |
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OK, this time start a new game,
save it as a scenario (test2). Change one of the advances to
a no-no advance called Twice Removed. Now create an advance derived
from it called Once Removed. Finally, create an advance derived
from Once Removed called Kick Alien Butt. Copy the pedia.txt
file from another scenario so you can see the results of your
work. Quit and begin the scenario. Here is an example starting
from Plumbing:
Now what's up? Twice Removed isn't in your pedia, but Once Removed
is - although the prerequisites look funny. The important thing,
though, is that Kick Alien Butt looks fine!
Now open up your rules.txt file with Notepad. Whoa! Surprise!
Your new advances look fine -- they've not been altered!
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What have we learned? |
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If you create a new no-no advance,
it will not appear in the pedia and advances directly derived
from it cannot be researched. But, if you create a Twice Removed
no-no advance, and then give a tribe a Once Removed advance derived
from it, then new advances derived from Once Removed can be researched.
Further, this process seems to insulate Fantastic Worlds from
the bug associated with no-no advances to a certain degree. You
will still not be able to use the Advances Editor after creating
no-no advances, but at least your work will not be destroyed
just by playing.
Creating new tech trees is as simple as deriving an advance from
Once Removed that is specific to a particular tribe. For example,
in the Invasion Earth scenario, I've created two special technologies
derived from Once Removed. Kick Alien Butt is the root of all
human technologies, while Destroy Mankind is the root of all
alien technologies.
I have used this process to good effect in several scenarios,
most notably Dungeon: Heroes of Beckhorn, where there are no
less than six unique technology trees, each derived from Once
Removed, which is in turn derived from Twice Removed. These later
technologies can be researched, stolen and traded normally, but
if only the aliens have Destroy Mankind, then the humans won't
be able to research those advances.
At this point you will need to find ways to disable some of the
ways of swiping these advances. I suggest turning off "tech
from conquest" when you begin designing your scenario for
real (you must tick this when you begin the game for the first
time, as it is an option only then). You should also not use
diplomats and should turn off negotiations using events. Start
each civilization with its root technology and you are ready
to go!
If you want, you can open up the Invasion Earth rules.txt file.
You'll see that several advances have been converted just as
I suggested. Just to prove that any four technologies will pretty
much work, I changed Astronomy and Atomic Theory to Once Removed
and Twice Removed, and made several technologies derived from
them. For example, all of the government techs are derived from
Once Removed so they will appear in the Pedia, but will not be
possible to research. Likewise, I have included Kick Alien Butt
(as Automobile) and Destroy Mankind (as Bronze Working). You
might want to load up the scenario and check to see that the
no-no advances in fact do not show up, while those derived from
Once Removed show up in the Pedia and list of techs you can give
to the player. |
Making Units Unique to a Single
Civilization |
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OK, we're now ready to make
some unique units! The obvious way is to make your unit require
an advance that other civilizations can't get (i.e., derived
from one of your advances that comes off the Once Removed tree).
But what if you want the units to require the SAME technology
to build for all civilizations, but still be available only to
some civilizations? For example, you might want to have Knights
and Samurai in the same game, both requiring Warlord Training
as the needed technology, but have the Samurai allowed only to
the Japanese tribe while Knights are available to the European
tribes.
I will demonstrate with an example from the Invasion Earth scenario.
Open up rules.txt for the Invasion Earth design with Notepad.
Notice that both Colony Pods and Engineers require nil to build:
However, you can also see that
they require different advances to become obsolete - in
this case, Kick Alien Butt [Aut] (for Colony Pods) and Colonization
[Exp] (for Engineers). Because Kick Alien Butt technology is
ONLY available to the humans, they can never build Colony Pods
-- although Colony Pods appear in the Civilopedia. Likewise,
the Colonization advance is only going to be given to aliens
so the aliens won't be able to build Engineers.
Another example is the Plasma Marines unit (human) and the Alien
Tank unit (alien), both of which require Plasma Weapons [Whe]
to build. However, Alien Tanks go obsolete with Kick Alien Butt
[Aut], so humans can never build them. Likewise, Plasma Marines
are human-only because they go obsolete with Destroy Mankind
[Bro].
What this illustrates is that you can have two units that require
the same technology to build, but that are civilization-specific.
The way you do it is by having different technologies that make
the units go obsolete. Usually, these special advances will be
derived from Once Removed and will be given to the tribe from
the start, as in the case of Kick Alien Butt.
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Making Improvements and Wonders
that are Civilization-Specific |
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So what if you want to make
an improvement unique to a single civilization but that requires
the same advance for both civilizations? We can't simply make
it obsolete like we could with units. To accomplish this particular
trick requires the use of events as well as technologies. Imagine
we want two civilizations to both be able to research Monotheism,
but we want our Islamic civilization to build Mosques and our
two Christian civilizations to build Cathedrals. How can we do
it?
- First, create the Mosque using
the Colosseum slot. You should probably find a good picture for
it and rename the Colosseum "Mosque".
- Now, create three different
advances using Notepad. Advance #1 is Monotheism, and it is a
regular advance with the usual prerequisites. Advance #2 is Islam,
and it is a no-no advance. Likewise Advance #3 is Christianity,
and is a no-no advance. Make Mosques require Islam and Cathedrals
require Christianity.
- Now, create events that are
unique to your Islamic civilization so that when Monotheism is
discovered, they are awarded Islam.
- Create events that are unique
to each of your Christian civilizations that given them Christianity
when they discover Monotheism.
The reason why you need one
event for each civilization is that you will want this to be
a JUSTONCE event; otherwise it will fire every turn and pop up
whatever message you had.
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Concluding Remarks: Part I
of the Tutorial |
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This tutorial has addressed
several questions. First, how can you make tech trees that are
unique to a particular civilization? Second, how can you make
units that are unique to a particular civilization? And finally,
how can you make wonders or improvements that are unique to a
particular civilization? Part II of the tutorial addresses the
finer points of tech tree design - that is, the picky details.
Most of Part II has already been covered excellently in Leon
Marrick's guide to advanced scenario design, but I will reprise
it and give some examples from Invasion Earth. I will also include
a few other considerations that have not been covered before.
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