Tyranny's Dual-phase Tech Tree Expansion
BasicTree Version - 0.5
ExpTree Version - Unreleased
Purpose
The purpose of this mod is to significantly rework and rebalance the FfH tech tree, with the goals of increasing tech tree length and revitalizing the less-used portions of the tree through integration of existing lines and more expansive prerequisites for the techs. It is designed to reduce the focus on specialization and provide for a more balanced game. Additionally, it attempts to reduce the early game wait, especially on all-forest starts.
Basically, while I love FfH, I want a little more authentic build and develop a Civilization empire feel in the midgame (=
A side effect of this mod may be that the AI has a greater chance, since it doesn't typically do so well on the specialization route that FfH vanilla is a proponent of.
Dual-Phase
This is a dual-phase mod. I will be published and maintaining two variants:
-BasicTree, a minimalist attempt which attempts to accomplish the above goals without adding any additional techs or units.
-ExpTree, currently my ongoing focus, adding in a significant number of the other early-game techs and units (spearmen, alphabet, etc) to really make the empire-building and unit choices stand out. No more one melee, one archer, one horseman choices. Also I intend to try to pull the late game tech tree a little bit closer to pinnacle techs - we'll see if ti works.
Further, since all components of this mod outside of the tech tree itself are modular, you can pick and choose if you don't like something.
Compatibility
This modmod is semi-modular. All current components of the mod are modular, except for the tech-tree changes themself - primarily tech location, cost, and prereqs.
No known incompatibilities exist with FfH BUG.
Each version comes with presupported XML files for vanilla FfH and FfH with Fall Further - just pick the proper directory.
No known conflicts yet with the modular sections or with XienWolf's Modular Mod files. Except for his Improvements ModMod - this has not been tested, and probably conflicts.
Installation
Installation:
To install this mod, choose the folder 'BTree 0.51 - Fall Further' or BTree 0.51 - Vanilla' depending on whether or not you are running Fall Further. Then copy the 'Assets' folder over to your main Fall from Heaven 031e folder. replacing the existing Assets folder.
You're installed!
Changelog - BasicTree - Summary
Version 0.51
Tweaked initial tech costs up around 20%
Moved chopping and workshops down a tech, increased mining cost to counterbalance
Tweaked down Lumbermills
Squashed a bug or two
Version 0.5 - first public release
Changelog - BasicTree - Detail
Version 0.51
Taxation - Fixed bug where Money Changer granted +1 Food
Fiefdoms - Removed production bonus from Lumbermills
Fiefdoms - Changed Windmills bonus to Fiefdoms from Engineering
Construction - Removed production bonus from Lumbermills
Bronze Working - Added Workshops; removed from Smelting
Construction - Added remove Jungle; removed from Sanitation
Mining - Added Chop Forests; removed from Bronze Working
Mining - Increased cost to 240 from 180
Agriculture - Increased cost to 100 from 80
Exploration - Increased cost to 78 from 60
Crafting - Increased cost to 90 from 70
Ancient Chants - Increased cost to 85 from 65
Fishing - Increased cost to 100 from 80
Mysticism - Reduced cost to 170 from 180
Version 0.5 - first public release
Agriculture - Cost reduced to 80
Agriculture - Removed Agriculture Civic
Ancient Chants - Cost reduced to 65
Animal Husbandry - Cost reduced to 180
Animal Husbandry - Prereqs OR Hunting, Agriculture
Animal Husbandry - Subdue Animal Removed
Animal Mastery - Cost raised to 3600
Archery - Changed Archer Unit Class Cost to 45, Javelin Thrower to 70 (-15, -20 respectively)
Archery - Cost reduced to 200
Archery - Prereq changed to Exploration, removed Hunting prereq
Armored Cavalry - Cost reduced to 4800
Armored Cavalry - Prereqs to Iron Working, Feudalism; Removed Warhorses
Armored Cavalry - Renamed to 'Fiefdoms'
Armored Cavalry (Fiefdoms) - Grant +1 commerce to villages, +2 to towns; +1 production to towns
Armored Cavalry (Fiefdoms) - Knight Unit Class - Requires Armored Cavalry, Warhorses
Armored Cavalry (Fiefdoms) - Grants +1 Production, +1 Commerce to Lumbermills
Astronomy - Cost reduced to 1400
Astronomy - Prereq to Optics, Construction, Cartography
Blasting Powder - Prereqs to AND Iron Working; OR Medicine, Engineering
Bowyers - Cost reduced to 1600
Bowyers - Prereq changed to Warfare, Bronze Working; removed Archery prereq
Calendar - Added Agriculture Civic
Calendar - Prereq changed to Oral Tradition; Removed Agriculture
Cartography - Cost reduced to 160
Code of Laws - Prereq changed to Writing; removed Oral Tradition
Construction - Cost raised to 650
Construction - Grants +1 Production to Lumbermils
Construction - Prereq changed to be Mathematics, Masonry
Crafting - Cost reduced to 70
Currency - Prereq changed to Mathematics; removed Code of Laws
Divination - Prereq to OR Knowledge of the Ether, Priesthood
Divine Essence - Cost reduced to 7000
Drama - Prereq to Calendar, Festivals; removed Oral Tradition
Education - Renamed to 'Oral Tradition'
Engineering - Grants +1 Food, +1 Commerce to Windmills
Engineering - Grants +1 Production, +1 Commerce to Watermills
Engineering - Removed Watermills
Engineering - Removed Windmills
Engineering - Removed the Great Engineer
Exploration - cost reduced to 60
Fanaticism - Prereq changed to Priesthood, Feudalism; removed Code of Laws
Festivals - Cost reduced to 170
Festivals - Prereq to Agriculture; removed Calendar
Feudalism - Cost reduced to 1000
Fishing - Cost reduced to 80
Future Tech - Renamed to 'Further Enlightenment'
Guilds - Grants +2 Production to Workshops (from +1)
Guilds - Shadow Unit Class- Added Poisons Requirement
Honor - Prereqs changed to Code of Laws, Way of the Wise; removed Trade
Horseback Riding - Cost reduced to 270
Hunting - Cost reduced to 270
Hunting - Hunting Lodge - Added +1 Food
Masonry - Cost reduced to 160
Mathematics - Added Windmills
Mathematics - Cost reduced to 400
Mathematics - Prereqs to AND Philosophy, OR Warfare, Writing
Mercantilism - Prereqs to Trade, Guilds
Military Strategy - Cost raised to 1000
Miltiary Strategy - Prereq changed to Bowyers, Philosophy; removed Warfare prereq
Mining - Cost reduced to 180
Mithril Working - Cost reduced to 5000
Mysticism - Cost reduced to 180
Necromancy - Prereq to OR Knowledge of the Ether, Priesthood
Omniscience - Prereqs to be AND Strength of Will, Pass Through the Ether, Commune with Nature; Removed OR requirement
Optics - Prereq to Bronze Working, Sailing
Poisons - Cost reduced to 600
Precision - Cost reduced to 3200
Precision - Grants +2 Food to Camps
Precision - Prereq changed to Military Strategy; removed Bowyers prereq
Sailing - Cost reduced to 340
Smelting - Prereq to Bronze Working, Writing
Sorcery - Prereqs to AND Knowledge of the Ether, OR Alter/Div/Necro/Elemen
Stirrups - Renamed to 'Leather Working'
Stirrups - Cost reduced to 900
Stirrups (Leather Working) - Adds +1 Trade Routes
Stirrups (Leather Working) - Horse Archer Unit Class - Requires Stirrups, Horseback Riding, Warfare
Stirrups (Leather Working) - Prereq changed to Tracking (Woodcraft); removed Trade
Stirrups (Leather Working) - Enables Mobility II; Removed Mobility II opportunity from Recon Units
Taxation - Money Changer - Cost reduced to 200
Taxation - Prereq changed to Currency, Feudalism; removed Mathematics
Tracking - Renamed to 'Woodcraft'
Tracking - Subdue Animal Added
Tracking - Cost reduced to 350
Tracking (Woodcraft) - Prereqs to Archery, Hunting
Trade - Prereqs to AND Writing/Horseback, OR Cartography/Sailing
Trade - Set non-tradable
Warfare - Added Watermills
Warfare - Prereq changed to Archery/Education; removed Bronze Working prereq
Warfare - Cost raised to 400
Warhorses - Prereqs to Leather Working, Horseback Riding
Writing - Cost reduced to 350
Writing - Prereq changed to be an OR between Oral Tradition, Animal Husbandry
Maintenance
I will actively maintain both variants of these mods with FfH and Fall Further updates. If any other compatibility questions are raised, I will see what I can do. I expect that BasicTree will enter a maintenance cycle as soon as the kinks and input is worked out.
One caveat: I travel 50% for work, 3 weeks at a time. I'll bring the files with me when I go, but I will be unable to test my changes while on the road. So that, my friends, will be up to you when I am travelling. I'll post any betas in the following posts if that happens.
Comments
Your input is very welcome. I tried to take my own experiences and the experiences posted on this forum in any number of locations in making the design decisions I made, but I am bound to have missed some glaring balance issue somewhere (like the Shadowrider I found at the last minute with almost no non-religion pre-reqs, one tech off Feudalism.) So feedback is much appreciated. On balance, techs, new changes, pre/post reqs, or requests for compatibility.
Hope you enjoy!
BasicTree Version - 0.5
ExpTree Version - Unreleased
Purpose
The purpose of this mod is to significantly rework and rebalance the FfH tech tree, with the goals of increasing tech tree length and revitalizing the less-used portions of the tree through integration of existing lines and more expansive prerequisites for the techs. It is designed to reduce the focus on specialization and provide for a more balanced game. Additionally, it attempts to reduce the early game wait, especially on all-forest starts.
Basically, while I love FfH, I want a little more authentic build and develop a Civilization empire feel in the midgame (=
A side effect of this mod may be that the AI has a greater chance, since it doesn't typically do so well on the specialization route that FfH vanilla is a proponent of.
Dual-Phase
This is a dual-phase mod. I will be published and maintaining two variants:
-BasicTree, a minimalist attempt which attempts to accomplish the above goals without adding any additional techs or units.
-ExpTree, currently my ongoing focus, adding in a significant number of the other early-game techs and units (spearmen, alphabet, etc) to really make the empire-building and unit choices stand out. No more one melee, one archer, one horseman choices. Also I intend to try to pull the late game tech tree a little bit closer to pinnacle techs - we'll see if ti works.
Further, since all components of this mod outside of the tech tree itself are modular, you can pick and choose if you don't like something.
Compatibility
This modmod is semi-modular. All current components of the mod are modular, except for the tech-tree changes themself - primarily tech location, cost, and prereqs.
No known incompatibilities exist with FfH BUG.
Each version comes with presupported XML files for vanilla FfH and FfH with Fall Further - just pick the proper directory.
No known conflicts yet with the modular sections or with XienWolf's Modular Mod files. Except for his Improvements ModMod - this has not been tested, and probably conflicts.
Installation
Installation:
To install this mod, choose the folder 'BTree 0.51 - Fall Further' or BTree 0.51 - Vanilla' depending on whether or not you are running Fall Further. Then copy the 'Assets' folder over to your main Fall from Heaven 031e folder. replacing the existing Assets folder.
You're installed!
Changelog - BasicTree - Summary
Spoiler :
Version 0.51
Tweaked initial tech costs up around 20%
Moved chopping and workshops down a tech, increased mining cost to counterbalance
Tweaked down Lumbermills
Squashed a bug or two
Version 0.5 - first public release
- Rearranged the technology tree and prerequisities with the goal streamlining play, increasing use of other trees, and reducing 'beeline for the best unit' gameplay. Merged archery/military and tied mobility closer to economy
- Lowered initial tech costs by 30-45%, second tier by 10%
- Reduced archery cost by 33% and archer cost by 25%
- Tweaked other technology costs to balance out specific areas and make each line more useful
- Provided economic incentives to lesser-used technology lines
- Made water/wind/lumbermills available earlier and provided bonuses to them with higher tier technologies
Spoiler :
Changelog - BasicTree - Detail
Version 0.51
Taxation - Fixed bug where Money Changer granted +1 Food
Fiefdoms - Removed production bonus from Lumbermills
Fiefdoms - Changed Windmills bonus to Fiefdoms from Engineering
Construction - Removed production bonus from Lumbermills
Bronze Working - Added Workshops; removed from Smelting
Construction - Added remove Jungle; removed from Sanitation
Mining - Added Chop Forests; removed from Bronze Working
Mining - Increased cost to 240 from 180
Agriculture - Increased cost to 100 from 80
Exploration - Increased cost to 78 from 60
Crafting - Increased cost to 90 from 70
Ancient Chants - Increased cost to 85 from 65
Fishing - Increased cost to 100 from 80
Mysticism - Reduced cost to 170 from 180
Version 0.5 - first public release
Agriculture - Cost reduced to 80
Agriculture - Removed Agriculture Civic
Ancient Chants - Cost reduced to 65
Animal Husbandry - Cost reduced to 180
Animal Husbandry - Prereqs OR Hunting, Agriculture
Animal Husbandry - Subdue Animal Removed
Animal Mastery - Cost raised to 3600
Archery - Changed Archer Unit Class Cost to 45, Javelin Thrower to 70 (-15, -20 respectively)
Archery - Cost reduced to 200
Archery - Prereq changed to Exploration, removed Hunting prereq
Armored Cavalry - Cost reduced to 4800
Armored Cavalry - Prereqs to Iron Working, Feudalism; Removed Warhorses
Armored Cavalry - Renamed to 'Fiefdoms'
Armored Cavalry (Fiefdoms) - Grant +1 commerce to villages, +2 to towns; +1 production to towns
Armored Cavalry (Fiefdoms) - Knight Unit Class - Requires Armored Cavalry, Warhorses
Armored Cavalry (Fiefdoms) - Grants +1 Production, +1 Commerce to Lumbermills
Astronomy - Cost reduced to 1400
Astronomy - Prereq to Optics, Construction, Cartography
Blasting Powder - Prereqs to AND Iron Working; OR Medicine, Engineering
Bowyers - Cost reduced to 1600
Bowyers - Prereq changed to Warfare, Bronze Working; removed Archery prereq
Calendar - Added Agriculture Civic
Calendar - Prereq changed to Oral Tradition; Removed Agriculture
Cartography - Cost reduced to 160
Code of Laws - Prereq changed to Writing; removed Oral Tradition
Construction - Cost raised to 650
Construction - Grants +1 Production to Lumbermils
Construction - Prereq changed to be Mathematics, Masonry
Crafting - Cost reduced to 70
Currency - Prereq changed to Mathematics; removed Code of Laws
Divination - Prereq to OR Knowledge of the Ether, Priesthood
Divine Essence - Cost reduced to 7000
Drama - Prereq to Calendar, Festivals; removed Oral Tradition
Education - Renamed to 'Oral Tradition'
Engineering - Grants +1 Food, +1 Commerce to Windmills
Engineering - Grants +1 Production, +1 Commerce to Watermills
Engineering - Removed Watermills
Engineering - Removed Windmills
Engineering - Removed the Great Engineer
Exploration - cost reduced to 60
Fanaticism - Prereq changed to Priesthood, Feudalism; removed Code of Laws
Festivals - Cost reduced to 170
Festivals - Prereq to Agriculture; removed Calendar
Feudalism - Cost reduced to 1000
Fishing - Cost reduced to 80
Future Tech - Renamed to 'Further Enlightenment'
Guilds - Grants +2 Production to Workshops (from +1)
Guilds - Shadow Unit Class- Added Poisons Requirement
Honor - Prereqs changed to Code of Laws, Way of the Wise; removed Trade
Horseback Riding - Cost reduced to 270
Hunting - Cost reduced to 270
Hunting - Hunting Lodge - Added +1 Food
Masonry - Cost reduced to 160
Mathematics - Added Windmills
Mathematics - Cost reduced to 400
Mathematics - Prereqs to AND Philosophy, OR Warfare, Writing
Mercantilism - Prereqs to Trade, Guilds
Military Strategy - Cost raised to 1000
Miltiary Strategy - Prereq changed to Bowyers, Philosophy; removed Warfare prereq
Mining - Cost reduced to 180
Mithril Working - Cost reduced to 5000
Mysticism - Cost reduced to 180
Necromancy - Prereq to OR Knowledge of the Ether, Priesthood
Omniscience - Prereqs to be AND Strength of Will, Pass Through the Ether, Commune with Nature; Removed OR requirement
Optics - Prereq to Bronze Working, Sailing
Poisons - Cost reduced to 600
Precision - Cost reduced to 3200
Precision - Grants +2 Food to Camps
Precision - Prereq changed to Military Strategy; removed Bowyers prereq
Sailing - Cost reduced to 340
Smelting - Prereq to Bronze Working, Writing
Sorcery - Prereqs to AND Knowledge of the Ether, OR Alter/Div/Necro/Elemen
Stirrups - Renamed to 'Leather Working'
Stirrups - Cost reduced to 900
Stirrups (Leather Working) - Adds +1 Trade Routes
Stirrups (Leather Working) - Horse Archer Unit Class - Requires Stirrups, Horseback Riding, Warfare
Stirrups (Leather Working) - Prereq changed to Tracking (Woodcraft); removed Trade
Stirrups (Leather Working) - Enables Mobility II; Removed Mobility II opportunity from Recon Units
Taxation - Money Changer - Cost reduced to 200
Taxation - Prereq changed to Currency, Feudalism; removed Mathematics
Tracking - Renamed to 'Woodcraft'
Tracking - Subdue Animal Added
Tracking - Cost reduced to 350
Tracking (Woodcraft) - Prereqs to Archery, Hunting
Trade - Prereqs to AND Writing/Horseback, OR Cartography/Sailing
Trade - Set non-tradable
Warfare - Added Watermills
Warfare - Prereq changed to Archery/Education; removed Bronze Working prereq
Warfare - Cost raised to 400
Warhorses - Prereqs to Leather Working, Horseback Riding
Writing - Cost reduced to 350
Writing - Prereq changed to be an OR between Oral Tradition, Animal Husbandry
Maintenance
I will actively maintain both variants of these mods with FfH and Fall Further updates. If any other compatibility questions are raised, I will see what I can do. I expect that BasicTree will enter a maintenance cycle as soon as the kinks and input is worked out.
One caveat: I travel 50% for work, 3 weeks at a time. I'll bring the files with me when I go, but I will be unable to test my changes while on the road. So that, my friends, will be up to you when I am travelling. I'll post any betas in the following posts if that happens.
Comments
Your input is very welcome. I tried to take my own experiences and the experiences posted on this forum in any number of locations in making the design decisions I made, but I am bound to have missed some glaring balance issue somewhere (like the Shadowrider I found at the last minute with almost no non-religion pre-reqs, one tech off Feudalism.) So feedback is much appreciated. On balance, techs, new changes, pre/post reqs, or requests for compatibility.
Hope you enjoy!