I created this tech tree a long time ago for a civilization tech tree. Took me and my friends/clan mates a long time to refine the tech tree to the point where it was playable and useful.
When starting off the civilization themed RP you got 3 starting technologies, and every 10 min you could get a new technology, and a population increase of 3-4 people.
I wish for this tech tree to be adapted to a WKRE civilization RP that we could all play in. Questions comments and all that ... I need it >.>
Tech Tree
Construction:
Level 1) Improved houses (+HP), and basic scout towers (For sight only, no actual attacking capabilities.
Level 2) Very basic stone walls and structures, Houses (Small at first, but may grow bigger with population, and wealth), Actual attacking towers (Requires fletching for bowmen inside the tower).
Level 3) Able to construct a barracks type building, The player may waste one tech turn to chose a sub-level to construction, and the player may build a castle (Emits an aura of power (Not actual aura) that declares sovereignty, and allows +5 to population increase per turn).
Sub-level 1) Advanced Masonry: Allows for the building of much more elaborate and fortified walls, which can be very intimidating to an invading force.
Sub-level 2) Engineering:
-Level 1) Allows for a limited number of goblin sappers adept at suicide bombing large groups of men, or attempting to blow up a wall.
-Level 2) Gun powder units (Rifleman, Goblin blaster, and mortar teams), Workshop (Required along with black smith for gun powder units), Basic tech spells (Pocket Factory and stuff like that)
-Level 3) Zepplins (No more than 2), All Goblin units, Steam tank, any mechanical units (Except bombers), and chance to convert hero into tinker, Siege golems (Level 2 smithing & mining required)
-Level 4) 2 Techs per tech turn, advanced death tower flying castle, Bombing units (flying machine)
Fletching: Allows for the civilization to make arrows and bows for hunting, or warfare uses.
Stone Weaponry: The civilization has begun to realize that they can effectively harm their enemies with tools of war made from stone. (This tech is required for mining and smithing.)
Strength Training:
Level 1) Allows warriors the ability to effectively use heavy Iron weapons, and it increases the HP of all warriors by 200 health (Hero's do not apply to health bonus)
Level 2) Allows for the use of much more effective and deadly steel weaponry, and increases the HP of all warriors by 300 health (Hero's do not apply to health bonus)
Level 3) Allows for the training of much more heavily armored units (Like Knights, Naga Champions, and units that are much stronger than average units), and increases the HP of all warriors by 400 health points, and a health bonus of 200 to the hero or king of the civilization.
Mining and Smithing: (Requires a mine!)
Level 1) Allows for the extraction of Iron ore that can be used to create weapons, armor, and other various items.
Level 2) Allows for the smelting of Steel weaponry that is much more stronger and durable than Iron weapons and armor.
Level 3) Allows for the extraction of precious metals such as gold, and other minerals (A mine filled with gold can boost the economy of the civilization. With much wealth the civilization can rush building projects, and finance the construction of great buildings)
Animal Training/taming:
Level 1) Allows for the people to control animals that are much weaker than them.
Level 2) Allows for the people to control animals and creatures that are of the same strength as them.
Level 3) The civilization has learned how to train animals that are much stronger and deadlier than them. (Required a minimum of Strength training level 2)
Fishing, and navigation:
Level 1) Allows for harpoons to be made, along with fishing poles for catching fish. (No ships allowed to be constructed at this level)
Level 2) Allows for the construction of small, weak ships that are mainly for fishing, or trading purposes. (No cannons allowed on these ships, maybe 1 or 2 bowmen that can fire arrows from ship to ship)
Level 3) Allows for ships armed with cannons (Requires level 2 engineering for basic cannon ships, and level 3 to build battle ships)
Expantionalism: Allows for a small group of no less than 7 men, women, and children to migrate to a new location and start a settlement that can grow and become a new part of your civilization.
Racial abilities: (These have yet to be defined and will be defined upon review by me and other key members in WKRE)
When starting off the civilization themed RP you got 3 starting technologies, and every 10 min you could get a new technology, and a population increase of 3-4 people.
I wish for this tech tree to be adapted to a WKRE civilization RP that we could all play in. Questions comments and all that ... I need it >.>
Tech Tree
Construction:
Level 1) Improved houses (+HP), and basic scout towers (For sight only, no actual attacking capabilities.
Level 2) Very basic stone walls and structures, Houses (Small at first, but may grow bigger with population, and wealth), Actual attacking towers (Requires fletching for bowmen inside the tower).
Level 3) Able to construct a barracks type building, The player may waste one tech turn to chose a sub-level to construction, and the player may build a castle (Emits an aura of power (Not actual aura) that declares sovereignty, and allows +5 to population increase per turn).
Sub-level 1) Advanced Masonry: Allows for the building of much more elaborate and fortified walls, which can be very intimidating to an invading force.
Sub-level 2) Engineering:
-Level 1) Allows for a limited number of goblin sappers adept at suicide bombing large groups of men, or attempting to blow up a wall.
-Level 2) Gun powder units (Rifleman, Goblin blaster, and mortar teams), Workshop (Required along with black smith for gun powder units), Basic tech spells (Pocket Factory and stuff like that)
-Level 3) Zepplins (No more than 2), All Goblin units, Steam tank, any mechanical units (Except bombers), and chance to convert hero into tinker, Siege golems (Level 2 smithing & mining required)
-Level 4) 2 Techs per tech turn, advanced death tower flying castle, Bombing units (flying machine)
Fletching: Allows for the civilization to make arrows and bows for hunting, or warfare uses.
Stone Weaponry: The civilization has begun to realize that they can effectively harm their enemies with tools of war made from stone. (This tech is required for mining and smithing.)
Strength Training:
Level 1) Allows warriors the ability to effectively use heavy Iron weapons, and it increases the HP of all warriors by 200 health (Hero's do not apply to health bonus)
Level 2) Allows for the use of much more effective and deadly steel weaponry, and increases the HP of all warriors by 300 health (Hero's do not apply to health bonus)
Level 3) Allows for the training of much more heavily armored units (Like Knights, Naga Champions, and units that are much stronger than average units), and increases the HP of all warriors by 400 health points, and a health bonus of 200 to the hero or king of the civilization.
Mining and Smithing: (Requires a mine!)
Level 1) Allows for the extraction of Iron ore that can be used to create weapons, armor, and other various items.
Level 2) Allows for the smelting of Steel weaponry that is much more stronger and durable than Iron weapons and armor.
Level 3) Allows for the extraction of precious metals such as gold, and other minerals (A mine filled with gold can boost the economy of the civilization. With much wealth the civilization can rush building projects, and finance the construction of great buildings)
Animal Training/taming:
Level 1) Allows for the people to control animals that are much weaker than them.
Level 2) Allows for the people to control animals and creatures that are of the same strength as them.
Level 3) The civilization has learned how to train animals that are much stronger and deadlier than them. (Required a minimum of Strength training level 2)
Fishing, and navigation:
Level 1) Allows for harpoons to be made, along with fishing poles for catching fish. (No ships allowed to be constructed at this level)
Level 2) Allows for the construction of small, weak ships that are mainly for fishing, or trading purposes. (No cannons allowed on these ships, maybe 1 or 2 bowmen that can fire arrows from ship to ship)
Level 3) Allows for ships armed with cannons (Requires level 2 engineering for basic cannon ships, and level 3 to build battle ships)
Expantionalism: Allows for a small group of no less than 7 men, women, and children to migrate to a new location and start a settlement that can grow and become a new part of your civilization.
Racial abilities: (These have yet to be defined and will be defined upon review by me and other key members in WKRE)
Last edited by Duke Nukem on Fri Apr 30, 2010 6:54 pm; edited 1 time in total (Reason for editing : I made it neater)