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Most users ever online was 33 on Sun Nov 14, 2010 9:51 am
2011: A look back
Sun Jan 01, 2012 7:29 pm by ~sciocont
I'm not one to celebrate the new year much- where I live, It just means four months of freezing weather and little daylight- but I'd like to take a look back at what we as a community have done in 2011, and peer forward into 2012. At times our project seems awash in uncertainty, and I think we might never reach our goals. It's at times like this when I stop to think about what Thrive has …

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evolution tree tech cell planet stage prototype race Biome Devblog organism concept Thrive wiki space language game research Gameplay music microbe engine video auto water editor
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 Idea's for technology tree.

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Lukas99
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PostSubject: Idea's for technology tree.   Wed Jul 07, 2010 4:46 pm

I'm not sure if this goes here, but I'm sure ADMIN will move it if it dosen't.

So, here's my idea, I think that the technology tree could boil down to something like this: Having a Primary Tech and a Secondary Tech. These would have an effect on your culture and they way you get things done. The only way to reset your Tech would be to have your civilization collapse and start over.

If your wondering what I mean by 'Techs' let me explian. A tech would be one of the sciences that is primarily followed by your civilization. Each technology would lead you on to a different Technology Tree. Still confused? Let me give you an example: Human's Primary Tech would be technology, it's Secondary chemistry. Computers, cars, airplanes, tv's, radios, satillites, plastic's and such. These things make up the human technology tree. Now a different civilization could have focused on plastics. It's technolgy would rely heavily on plastic and other chemical things.

The different 'Techs' could be chimestry(plastics, solovents, acids, ext.), Technology(computers, tvs, cars, ext.),Earth science(magnatism, resources, ext.), and possibly mental science's(unlocking the secrets of the brain, and having extreme control over your bodies). Ideas are always appreciated, thanks.
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~sciocont
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PostSubject: Re: Idea's for technology tree.   Wed Jul 07, 2010 5:01 pm

ADMIN is pleased with the placement of this thread.

I think this idea is actually pretty good for the way we research technology, and it could also help during strategy mode: Some factions may have one primary technology that is easier for you to conquer.

Nice ideas!
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GamerXA
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PostSubject: Re: Idea's for technology tree.   Wed Jul 07, 2010 5:13 pm

The technology tree from the old forums defined very small sections of each technological field. It also created circumstances of research for each of the technologies. For example: Alchemy may lead to Inorganic Chemistry. I think that was how it was, there are probably other members of the forums that could explain it much better.

I don't know where the original concept for the technology tree is.
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~sciocont
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PostSubject: Re: Idea's for technology tree.   Wed Jul 07, 2010 5:25 pm

We'll be able to work things out once we get our members back in. I've sent out a lot of messages and I think I've gotten to about 15 of the old members.
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US_of_Alaska
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PostSubject: Re: Idea's for technology tree.   Wed Jul 07, 2010 9:06 pm

This is the research tree RedStar made.

It's good, but i think it needs to be divided into areas. And it needs to be built on. Like lukas said, there needs to be ways to select paths for your people. The first thing we need to do in regards to this is to come up with the areas that we would divide any given research into. Also, they should be called 'researches' because techs are tech object made in the tech editor.

My suggestions for areas:

Broad Categories
Constructional
Societal

Constructional Categories
Raw Materials
Biological Materials
Metals
Artificial Materials
Chemistry
Structures
Travel

Societal Categories
Religion
Government
Mathematics
Cultural
Recording


Obviously some researches are in multiple categories. Is everyone familiar with the 'How Research is Produced' concept?
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~sciocont
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PostSubject: Re: Idea's for technology tree.   Wed Jul 07, 2010 9:23 pm

I remember red's tree. Complex but quite well done.
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eumesmo
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PostSubject: Re: Idea's for technology tree.   Fri Jul 09, 2010 12:06 pm

http://img.photobucket.com/albums/v195/Clockwise/Evo_Techtree_StoneAge_to_SpaceAge.png i saw this in that old forum (i'm new, i saw something about this project in a forum and decided to see. i find the idea awsome.)
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~sciocont
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PostSubject: Re: Idea's for technology tree.   Fri Jul 09, 2010 12:10 pm

Thanks, euesmo. Welcome to the project.

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DragonEye4
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PostSubject: Re: Idea's for technology tree.   Wed Jul 14, 2010 5:01 pm

But, couldn't there be more than one path to a certain technology?
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InvaderZim
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PostSubject: Re: Idea's for technology tree.   Wed Jul 14, 2010 5:24 pm

DragonEye4 wrote:
But, couldn't there be more than one path to a certain technology?



I suppose so.
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~sciocont
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PostSubject: Re: Idea's for technology tree.   Thu Jul 15, 2010 10:29 am

DragonEye4 wrote:
But, couldn't there be more than one path to a certain technology?

The tech tree has multiple paths to some technologies.

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Tenebrarum
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PostSubject: Re: Idea's for technology tree.   Mon Oct 04, 2010 7:26 pm

US_of_Alaska wrote:
This is the research tree RedStar made.

It's good, but i think it needs to be divided into areas. And it needs to be built on. Like lukas said, there needs to be ways to select paths for your people. The first thing we need to do in regards to this is to come up with the areas that we would divide any given research into. Also, they should be called 'researches' because techs are tech object made in the tech editor.

My suggestions for areas:

Broad Categories
Constructional
Societal

Constructional Categories
Raw Materials
Biological Materials
Metals
Artificial Materials
Chemistry
Structures
Travel

Societal Categories
Religion
Government
Mathematics
Cultural
Recording


Obviously some researches are in multiple categories. Is everyone familiar with the 'How Research is Produced' concept?


Thank you Alaska.

These areas could be great for culture.
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MassimoV
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PostSubject: Re: Idea's for technology tree.   Mon Oct 04, 2010 9:37 pm

I was kind of thinking that for more primitive societies, there be some usage of achemical. Then when the civilization is more developed, the achemical branch of the tree will turn into the chemistry branch.
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US_of_Alaska
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PostSubject: Re: Idea's for technology tree.   Tue Oct 05, 2010 2:30 am

US_of_Alaska wrote:
My suggestions for areas:

Broad Categories
Constructional
Societal

Constructional Categories
Raw Materials
Biological Materials
Metals
Artificial Materials
Chemistry
Structures
Travel

Societal Categories
Religion
Government
Mathematics
Cultural
Recording

Sorry, Rex, but i think that list is needlessly long. Thinking about this more recently has led to me come up with this list:

Construction - to do with Tech Editor
Societal - to do with Nation Editor
Military - to do with weapons or military
Culture - to do with culture (arts, media, sport, etc)
Religion - to do with religion
Resources - to do with resources
Metals - to do with metals
Travel - to do with traversing terrain
Economy - to do with trade
Tools - to do with tools
Aquatic - to do with water

Okay, so there's only three less in my list. But i still think this list is better than my old one.
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Commander Keen
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PostSubject: Re: Idea's for technology tree.   Tue Oct 05, 2010 7:56 am

I think Metals should be a subtype of Resources.
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