Alternate tech paths

whitelaughter

Warlord
Joined
Oct 21, 2008
Messages
269
Location
Canberra, Australia
That there is effectively only one tech path gets dull, and limits the usefulness of telling vassal states what to research. But given Future Tech can be researched repeatedly, why not have other techs that can be repeatedly researched further down the ladder? It'd also be useful for civs that didn't want to research a tech that would render buildings/wonders useless.
Frex:
Steam Punk Tech prereq: Railroad Gives: +1 rail movement, +1 Airship range. First to discover: +1 Airship Strength

Chivalric Lore prereq: Guilds Gives: Stables +1 :culture:. First to discover: Mounted units get +1 xp

[Religion] Tech prereq: Music, a State Religion Gives: [:religion:] Monasteries additional 5% :science:, and 5%:culture: while the State religion. First to discover: one of your cities gains the state religion

Animal Breeding Tech prereq: Animal Husbandry, one pasture Gives: Pastures take -1 turn to build First to discover: Gain an animal resource to a random legal square in a bordering one of your cities

Despotic Tech prereq: Slavery Gives: +1 :hammers: when whipping. First to discover: A Scout unit gains 'slaver' promotion, allowing it to attack defenceless units such as workers.
 
Like with Future Tech, Agriculture #2: Farms +1 :food:. Agriculture #3...

:D

Resulting in a single square producing more :food: than an entire fat x eventually - obviously, something to avoid. No, my hope was to be able to reflect the possibilities of a society that went down a different path, not to break the game!
 
Like with Future Tech, Agriculture #2: Farms +1 :food:. Agriculture #3...

:D
Hmmm.... what about 1 farm of your choise in empire? :D For 2nd farm would need 2 times Agriculture, for 3rd farm 3 and so on... Like GP Golden Ages so at some point extra tech would be no more cost-effective if there is something else to do :D
 
Hagiography
600 :science: - Requires Theology
+1 :culture: per super specialist
 
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