dilophosaur
Prince
- Joined
- Dec 9, 2013
- Messages
- 526
Still not true city, but central area, yes.
If a split was made Tribalism would seem to me a logical tech.
In my vision, it is the plan for this tech to enable that.unless sed lifestyle was the plan for that)
Ah so it isn't for collecting loose ends but for tying loose era beginning techs.We haven't yet done the Gateway techs for later eras and the goal is not to ensure all techs are earned before you can research them. It is more about having a single entry point into the era so as to establish era based modifiers that come from autobuildings and tech on a single technology. All techs AFTER the gateway must require the gateway but not all techs before the gateway must be researched first.
Ah so it isn't for collecting loose ends but for tying loose era beginning techs.
But after filtering out punks and religions (is Megafaunda Domestication actually prehistory-punk?) following techs are left behind: Mountaineering, Coast Guard, Waterproof Concrete, Lead Glass and Fantasty Materials meaning you don't have research them to became Time Lord ;^)
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Prehistoric: 99 techs
Ancient: 91 techs
Classical: 60 techs
Medieval: 54 techs
Reneissance: 59 techs
Industrial: 63 techs
Modern: 93 techs <----- Midgame - somewhere in Modern era you researched 50% of all techs
Information: 80 techs (Moon + Mars)
Nano: 82 techs (Inner planets)
Transhuman: 74 techs (colonization of whole solar system)
Galactic: 63 techs
Cosmic: 50 techs
Transcendental: 51 techs
This mod has 919 techs and 13 eras!
That actually was fast - first I selected techs on end of era, and then I picked remainder techs.You must be Really Bored!![]()
Just giving my thoughts is all. There was a discussion earlier that I think I agree with, it would be cool to see some of the ancient era techs moved to classical era