I mean more as if the country which entered early industrial stage got hit by a disaster so destructive that the knowledge about steam power / industrial machines ceased to exist.
UUhhh, you’re back in the old stage? I think avoiding the progress-ism of sproe is one of the strengths of thrive ?
It surely makes Thrive superrior over it’s predecessor.
I wonder if a nuclear war could wipe an early space stage civ back into society stage…
The Aeolipile is a steam engine invented in the first century AD. Are there plans to differentiate that from the First Commercial Pumping Steam Engine that started the Industrial Revolution in 1698?
There’s a differentiator. Manufacturing, not toy use. Maybe add in propulsion because steam ships would be totally busted.
Would civ stage AI civs building steam powered machines before you be a gameover condition or would you be allowed to catch up (by stealing tech or smth)?
It is my understanding that as long as the player has not chosen to research theoretical technology that the AI will not be able to reach the Galactic/Mid Space Stage.
What does this have to do with the society stage?
If they are stuck at the early space stage until you choose to advance the game, then you can “catch up”.
I don’t think there would a condition to make civ AI just “stop” if the player is too “slow”.
Even then when should they resume advancing?
As I understand it, if the player chooses not to research scifi technology, than scifi technology will not be in the game. If I understand that right, the game would prevent the AI from developing scifi technology until the player has at least one scifi technology researched.
So the AI could advance to Earth Level space stage, and then, if the player does not have technology that Earth does not, the AI would become stuck until the player does. I think.
Pretty sure besides “scifi tech” there’s also “plausible tech” which could be researched by civs without needing the player to research them first.
Is there? I am just going off my understanding of how @hhyyrylainen explained how what the wiki says will be implemented. I mean, what is the point of having a choice to not to have scifi technology in your world if the AI can make scifi technology anyway, right?
Which would lead to the AI getting stuck and you being able to catch up, assuming it did not use its tech to extinct you.
By “scifi” it’s supposed to mean something along the lines of FTL and other things in opposition to known laws of physics. So for instance a permanent base on an another planet would be a non-scifi tech, but FTL would be a scifi tech requiring the player to choose to unlock scifi techs.
But it would still be a stopping point you could “catch up” to.
I guess that can be. Perhaps there could be a 3-way distincion: “Known” Techs (TAWKT?), “Plausible” Techs and “Sci-fi” Techs, with the player needing to catch up to Plausible Techs to have the AIs develop further but not getting a warning popup (as opposed to when the player would get the option to unlock scifi techs).
Alright, moving on . . .
Labor Laws.
Will the player be able to set things like:
- At what life stage can your creature work
- Will there be pay differences for different Castes/Genders/Life Stages?
- Safety Vs Profitability
- Minimum/Maximum hours worked
- Etc.
Probably all of those will be customizable in some way or another, unless it’s something “too specific”.
So, if the AI had a scientist city with a lot more tech than your military city, and you wiped them out and stole their tech, would you be able to research advancing your stolen tech right away, or would you need to spend time researching how the tech was made it in the first place first?
Probably the later option if you’re not a “scientist civ” type.