Alright, what do you think of this tech tree so far? (numbers in brackets are prerequisite techs)
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Ancient
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1 - Hunting
-Archers
-Camps
2 - Sailing
-Trireme
-Work Boat
-Fishing
3 - Pottery
-Shrine
-Granary
4 - Mining
-Mines
-Quarries
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5 - Animal Husbandry (1)
-Reveals Horses
-Pastures
6 - Forestry (1+2)
-Clear Forests/Jungles
-Logging Camps
7 - Masonry (2)
-Walls
-Stone Works
8 - Bartering (2+3)
-Caravans
-Trade Ships
9 - Writing (3)
-Library
10 - Bronze Working (3+4)
-Spearmen
-Twins of Kirkwall
11 - The Wheel (4)
-Roads
-Imperial Highway
-Water Wheel
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Divine
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12 Horseback Riding (5)
-Horsemen
-Mounted Archers
-Caravansary
13 Construction (6+7)
-Colosseum
-The Grand Cathedral
14 Places of Worship (7)
-Temples
-Temple of Mythal
15 Diplomacy (8+9)
-Establish Embassy
-Open Borders Agreement
16 Lyrium Smithing (9+10)
-Reveals Lyrium
-Mages
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17 Optics (6)
-Allows Embarkation
-Lighthouse
-Galley
18 Iron Working (10)
-Reveals Iron
-Swordsman
19 Mathematics (11)
-Catapult
-Courthouse
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Glory (Spying begins)
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20 Engineering (13)
-Allows building of forts
-Aqueducts
21 Shipwrights (13+17)
-Barque (melee ship)
- +1 production from fishing boats
- +1 additional trade route
22 Drama and Poetry (14+15)
-Writer’s Guild
-Amphitheatre
-National Epic
23 Lyrium Weaving (16+18)
-Templar Swordsman (50% bonus to combat against mages. costs lyrium)
-Circle of Magic (10% production for mage units, +1 production on lyrium tiles.)
24 Trade (19)
-Market
-Trading Posts
- +1 Additional trade route
-Additional trade route range