Author Topic: Regarding the Tech faction  (Read 2639 times)

anyuskli

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Regarding the Tech faction
« on: 11 August 2007, 23:30:18 »
Just a small story-related observation:

The Tech faction, as it stands, does not seem the equivalent of the Magic faction story-wise. Surely, not everyone in the world can use magic; that marks the Magic faction as a specialized group of people distinct from the common peasantry. If technology were taken as the equivalent of magic, then there must exist wondrous devices created by the power of science which can match magic in its specialization and inaccessibility. In the case of the Battle Machine or the Ornithopter, this is undoubtedly true; not everyone can build or operate such things, and, from the viewpoint of our world's own medieval period, these devices seem as improbable as fireballs.

This, however, does not extend to the lower echelons of the Tech techtree. Anyone can use a sword; moreover, the usage of a sword does not imply the involvement of technology, unlike the usage of fireballs, which does imply the involvement of magic. On the contrary, our common fantasy stereotypes have the usage of a sword imply a lack of intelligence, and thus the ability to comprehend science--i.e. "all muscle and no brain". There is also a progression on the Magic side-- Initiate> Battlemage> Archmage-- which is absent on the Tech side. Initiates are capable of small amounts of magic, and they become more powerful as they move up the ranks, eventually becoming specialized magic-users. The Tech workers, on the other hand, receive no scientific education, and thus the Technicians have no precedent.

In short, some Tech units' usage of swords and bows, rather than indicating the presence of technology as Magic's fireballs and summonings do magic, indicates in fact the presence of neither magic nor technology. This renders the Tech faction, instead of the faction of Technology, the faction of Everything-But-Magic. With this in mind, I'd like to propose a few changes, such as changing the Worker unit to an Apprentice unit, or replacing the swords and bows of Tech infantry with more mechanized devices, such as self-loading crossbows or miniature catapults. No gameplay mechanic needs to be changed; all that needs to change is a few names and perhaps graphics, if only to make the Tech faction more congruous to the story.

I am, of course, aware that many have proposed a new Science faction. This would be a prime opportunity to split the Tech faction as it exists in half, and all the hi-tech weaponry, such as the Battle Machine and the Airship, can be relegated to the new faction. I propose to term the remaining elements, keeping in mind our own medieval era, the Knights: those unwilling to abandon tradition to the pursuit of progress, represented by magic and technology. They lord over the uneducated, hard-working masses, who cannot enjoy living in an ivory tower isolated from the hardship of the world and having unimaginable powers promised by magic and science under their control. The faction of the ordinary. Of course, they would have to be given new and stronger units to compensate.
« Last Edit: 12 August 2007, 01:57:20 by anyuskli »

jbr

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« Reply #1 on: 12 August 2007, 01:42:04 »
Very thought out, if not over-analyzed... As far as the progression of the initiate to archmage, I feel like morphing is a 'magical' ability not possessed by the tech faction, and so instead they create new units like the technician...

And I did make and post an alpha version of a science faction (never really finished...) that used 'unseen' sciences through a series of upgrades to conjure their own seemingly magical abilities such as control of the weather, intelligent animals, holograms, and flying pigs(!). The idea I started with was that they should have more futuristic technologies than the medieval tech faction, so I can see what you mean about tech not being very advanced.
« Last Edit: 1 January 1970, 00:00:00 by jbr »

enveloop

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« Reply #2 on: 13 August 2007, 09:06:36 »
That´s a very interesting analysis :)

Actually, "It is known that with adequate training almost everyone can develop magic skills in some way"(background-page 1), and making a sword requires a developed metalworking technology. I´m not an expert in that field, but I was asking myself it it could be "historically" possible that swords in Glest were made of steel; I found this comment on the wikipedia:

 
Quote
Though steel had been produced by various inefficient methods long before the Renaissance, its use became more common after more efficient production methods were devised in the 17th century.


http://http://en.wikipedia.org/wiki/Steel

Still, I think it would be credible that at some point the tech faction split in two: a faction of relying on big armies with relatively "crude" weaponry (swords, pikes, bows), and a faction relying on a few especialized hi-tech machines.

Ps. There´s no intended equivalence between technology and magic in the game or the story.
« Last Edit: 1 January 1970, 00:00:00 by enveloop »

anyuskli

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« Reply #3 on: 14 August 2007, 15:27:15 »
Thanks for the responses.

@enveloop: I was aware that nearly everyone could develop magic abilities of some kind. However, my point was that, even though everyone could become a mage, not everyone did become a mage, just as even though everyone could study mechanics and build flying machines, not everyone did. However, I do now see your point about metallurgy and other related sciences demonstrating the involvement of technology. I'll assume that mages are too recalcitrant to follow up on the modern lifestyle and, having their own ways of processing stone and metal, regard metallurgy as unnecessary and gauche. :)

@jbr: Must be a pretty cool faction, even if I don't like some of the things you mentioned (some of your "advanced technology" seems more improbable than magic from a medieval viewpoint...) Also, does the science faction have gunpowder technology? That would also be cool, I think, and also more probable.
« Last Edit: 1 January 1970, 00:00:00 by anyuskli »

jbr

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« Reply #4 on: 14 August 2007, 21:51:10 »
Indeed, The Science faction is less than probable from the point of view of the game's time period. While I did include a series of upgrades designed to create a gradual advancement from simple, intelligent workers to seemingly magical feats, I never bothered to try to explain them very scientificly... It was really my first experiment in modding, so it's hardly as high quality as the original factions or many popular mods... The actual tech tree is really just a combination of Magic and Tech, taking features and units from both, explained as the 'future' of the glest world...

You can see for yourself at http://http://www.titusgames.de/science/science_linux_20070526.tar.bzip2 (thanks titi!)...

And, no, I don't really utilize gun powder, unless you count the Missle fireing turret (Which is WAY to powerful; anyone using the faction should adjust that!)
« Last Edit: 1 January 1970, 00:00:00 by jbr »

 

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