We could then have a native techs screen where you gain the research points by trading with the natives or live with them and otherwise interact with them in a friendly manner. One way that could be interesting would be to have one type of research points for each research screen. Does that feel like a colonization feeling? Should we be able to gain research points in some other way? However the question is if that is the way we want to go.
MODS FÜR IMPERIALISM 2 FREE
Not filling out requirements means free like crosses in the sense that they are produced without any input resource. Each tech can then set yield requirements like the farming tech will make the researcher create one research for each food spent on research.
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The research modcomp (used by Medieval Conquest and Colonization 2071) has a research profession, which produces a research yield. The big question is: how should we be able to gain research points? In most cases this is done with research points. We need something to unlock the techs on the tech tree.
MODS FÜR IMPERIALISM 2 CODE
It's way better now to just think this into the design than to try to add it later because adding a new feature to existing code can be way more time consuming and prone to bugs. I'm not saying we should use it, but the engine should support it because ideally it's added now and then it supports all the stuff we need in the future without too much hassle. Since they are all CivEffects, they can add requirements of techs on other trees if needed.
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This way it will support a military tech tree, a trade tech tree, an exploration tech tree and so on.
![mods für imperialism 2 mods für imperialism 2](https://staticdelivery.nexusmods.com/mods/3174/images/thumbnails/331/331-1586458505-1409697092.png)
Rather than adding one tech tree, the engine should have a list of tech trees. Having a not requirement could also be interesting like an aggressive trait could prevent a certain peaceful tech. Also adding the ability to unlock by listing say 5 requirements and say it's unlocked when the player has at least 3. Working on lists rather than copying the civ4 system. We should have multiple requirements in some logical and and or setup. From an engine point of view, it would be a good idea to not restrict meaning by just allowing all CivEffects, somebody can write a trait as requirements in xml without any dll updates. While techs would be the most common requirement, eras could be interesting to add too. We could make techs have requirements, but rather than techs we could set them to be CivEffects. If we go for a civ style tech tree, we have the benefits of relying on a concept most players already know. However "just add a tech tree" doesn't answer how it should work ingame. The most common method is to add a tech tree. We need a way for the player to gain techs.
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In fact it takes vanilla actions into account like which unit to use for a certain unitclass meaning that alone makes it faster than vanilla. That's better than the BTS implementation of techs. The CivEffect implementation relies on a cumulative cache system, meaning it's fast and the runtime is constant regardless of if we have 5 or 500 CivEffects in xml. We can then add civics and techs without any code for what they should do when you gain them, just making them give you a CivEffect, meaning they from day one can do everything those other can do. That way we can add a feature to one of them and it applies to all. Instead a player gets them by gaining something, which provides a CivEffect, like a trait, civilization, era, founding father etc. This can be allowing a new unit or profession, but it can be so much else too. A player can own them and they give bonuses (or penalties). It's designed around the concept of a new xml file called CivEffects. It's not a complete copy though because I redesigned away from the time killers regarding code creation and maintenance. I worked on the tech tree implementation in Medieval Conquest and based on experienced I already wrote some implementation in develop-2.8. Civilization have proven this concept to be valid for gameplay and it makes sense that tanks and planes are included, but not from the start due to starting during the stone age. The main idea is that not all game content will be available from the start, but rather more and more will be unlocked as the game progresses. Recently we have been using terms like "tech tree" and "tech progression".