This entry will cover the Linguistics and the Rule trees. The Subversion tree has been programmed in, but I’m not yet totally happy with it (and I think it might change significantly before we reach a version where those skill will actually be used) so I’m going to leave that one out for now. The top tree of these two is Linguistics, the bottom tree is Rule.
Yellow L : Unlock one more language, from languages you know exist, that you can start learning.
Grey A : Skill at learning ancient languages.
Light grey M : Skill at learning modern languages
Blue T : Skill at translating/learning all languages
Light grey H : Skill at learning words to do with myth/history
Yellow T : Skill at learning words to with trade
Red M : Skill at learning words to do with the military
Lilac P : Skill at learning words to with politics or diplomacy
Red G : Unlock one more General your civilization can support
Grey + : Increase the speed at which policies can be changed
Yellow % : Give a 33% boost to the effect of a policy of choice (stackable)
Cyan S : Increases the strength of your rule around your capital
Light green R : Increase the radius of rule around your capital
Blue I : Increases the quantity and quality of intelligence on foreign civilizations
Green A : Improves diplomacy with nations with similar policies
Grey F : Improves diplomacy with nations with opposing policies
White W : Decreases the chance of war with opposing-policied nations
Orange W: Increases the chance of nations with similar policies assisting you in war
I’m pretty happy with how both of these look. The language tree isn’t huge, but gives you ample room to specialize according to your needs. I’ve been doing a lot of design work on how languages are going to function, and to cut a long story (and future blog entry) short, I have developed a system, in its early stages, whereby each language will be able to produce a word akin to every english word a character might want to say, and these words will be consistent! Entire dictionaries will be generated on the fly, and when needed, to handle each word – but again, there’s a future blog entry there. As for the Rule tree, it contains everything I’d like it to without removing any active gameplay from the player – you cannot, for instance, slow the rate at which cities become disinterested in your rule if you’re doing nothing for them. Let me know if you have any thoughts on these, or something to add/remove; now only the Trade tree remains, the Subversion tree needs a little improvement, and the Armour tree is going to be added to in order to make it slightly more interesting (basically by adding a forging/constructing aspect to it).
Lastly, apologies for the late blog entry – yesterday was not a good day – but next week should be back to normal. Should have a screenshot of the finished sidebar by then, and a ton of the remaining tasks for 0.2.0 finished.