I have never done such a radical unique techtree, where each tech is not needed for reaching the 'next' era in all four eras. As far as I remember, the future techs must be reachable for all civs in a game. If all normal techs in the techtree are set to be 'not needed', the civs should be able to research the future techs at once, giving a fifth 'endless' tech era in the game, that can be researched immediatetly. As I haven´t found in the different editors a way to set different future techs as a prerequisite for a building, an unit or something else, one problem could be to prohibit the AI from researching relatively useless future techs.
IIRC, you can't research the future techs (which are just placeholders anyway) while you still have techs with no era requirement available; but this would only leave you in the fourth era anyway.
Hey Gang,
Is there any way to continue unique Tech Trees, for a Civ, beyond the first Era?
Is there any limit to the number of different, unique, Tech Trees for the first Era?
As has been said, the zero-era tech trick works.
However do remember to take into consideration things like the 256 Improvement/Wonder limit - too many unique techs can start forcing your trees to look sparse!
Likewise, is there any problem with revealing the same Resource, with different Techs, at different times?
Always works with bonus resources - just add a second/third/fourth resource and give them different requirements.
Works with strategic resources the same so long as they are:
a) only used to build units, and
b) the units requiring the resources are doubled up, e.g. if you had two different Horse resources in the default game, you'd need two identical Chariot units, one requiring each resource.
It could take a lot of work if you're doing this with many resources; on the other hand so long as you keep the units identical you could potentially cheese the ghost resource bug.
Works with luxuries in the same way as strategic, but with further caveats:
a) must be on a pre-placed map
b) can't have any sea or air trade, have to block off any land trade between the different versions of the resource
c) can't cheese the ghost resource bug with them - this would end up duplicating the happiness effects in affected cities[/QUOTE]