Can 2 Different Techs Be Used To Enable The Same Worker Job?

Ozymandias

In Terra Fantasia
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As I've mentioned elsewhere, Terra Fantasia is highly asymmetric. The Culture Groups reflect the different biomes each Civ evolved in, with the individual CGs being scattered across the globe. The 5 CGs are:
  • Hill Folk
  • Plains Dwellers
  • Woodsmen
  • Seafarers
  • River Peoples
It's the last I'm concerned about: I'd like them to be able to begin with their Workers able to build bridges. And I don't wish to stick an artificial "River Crossing" Tech, well into the Era I Tech Tree.

If it can't be done, I'm guessing that a separate Tech Tree for them would do the trick ... ?
 
The answer to the thread title question is No. The required tech for any given Worker-job is set per job, so you can only have one tech per job.

But specific to your post, building bridges is not actually a Worker-job!

Allowing units to cross rivers without losing all remaining MP is an ability which can be conferred by any tech, i.e. more than one tech can provide that ability -- similar to how both Navigation and Magnetism allow safe Ocean travel (and more importantly, resource-transport and trade) in the epic game.

So you could give the River folk a CG-specific "bridge-building" tech at game start if you wanted, or make it an ability conferred by any River-CG-specific Era=None tech (or tech-dependency thereof) which you've already given them -- while the other CGs would have to research further into the tech-tree to unlock their own generic Bridge-builder tech.
 
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