Observing the tech tree, I noticed some inconsistencies in the technologies and the benefits they generate (constructions, wonders, units ...), I would like to discuss with you some possible modifications. I was recently playing the MOD "history rewritten" and as it has the same tech tree style, I think it would be a good source of ideas for modifications to the DoC tech tree, and since it is already a MOD it would make it easier to find the image / text of the civilopedia. first the list of benefits (wonders, constructions, units ...) that I think disconnected with tech, with possible relocation suggestions: 1- In tech "writing" - it is strange that the wonder Dujiangyan is in written tech (this wonder could be moved to "construction" or another tech, since wonder is a channel, it doesn't make sense to stay on "written" tech, "construction" tech is also interesting to Civ China because of the wonder great wall so it doesn't change much in gameplay). 2- In the "arithmetic" tech - the wonder Terracotta army would fit better in the "Ceremony" tech (since it is a ceremonial burial of an army of the Chinese emperor). A suggestion, exchange “arithmetic” tech by “record keeping” tech from MOD "history rewritten", the prerequisite would be the tech "property" and it's research will allow the techs "Literature / contract / mathematics" 3- In tech "contract" - the unit skirmisher could be relocated to tech "alloys" as the use of this type of troops was common in the bronze and iron era 4 - In tech "mathematics" - the ability to "enable building bridges" could be moved to the tech "fortification" to represent that the most massive construction of bridges only occurred in the Middle Ages or later. 5 - In tech "academia" - the wonder "blue mosque" could be moved to tech "patronage" (the mosque was built during the rule of Ahmed I, and funded by him) 6- In tech "logistics" - the wonders "Red Fort" and "Itsukushima Shrine" could be moved to the techs "Gunpowder" and "Heritage" (the two wonders do not seem to fit the logistics tech) 7 - In tech "biology" - unit dragoon could be moved to tech "nationalism". 8 - In tech "microbiology" - unit cavalry could be moved to tech "ballistics" now the list of tech that could be added (based on the tech tree of MOD " history rewritten ": 1- "plumbing", Classical age - could create a "plumbing" tech to place the aqueduct building and hanging gardens wonder 2- "fertilizer", industrial age - could create a "fertilizer" tech to reveal the guano resource, allow farms improvement in semidesert tiles. 3- "photography", industrial age - could create a tech "photography" bring back wonder Brodway, start spawn of "Luxury industry" corporation. 4- "telephone / telegraph", industrial age - could create a tech "telephone / telegraph" to maintain diplomatic contact with all other CIVs (this could be a free passive skill just for researching the technology or a "telegraph connection" project similar to what were embassies in previous versions) another effect is to add a national wonder "telephone Network" = +1 trade in all cities / + 25% trade with rubber resource / + 25% trade with copper, similar ao MOD "history rewritten" 5- "pharmaceuticals", industrial age - could create a tech "pharmaceuticals" allows the promotion "medic 3" and a building that gives health, technologically more advanced (“ITU - Intensive Therapy Unit” as a suggestion, requiring a hospital in the city) 6- "charter/ letter of marque", renaissance - could create a tech "charter/ letter of marque" would enable the spawn of the "trading company" corporation, allow the "privateer" unit listing possible additions/suggestions: 1 - In tech "mining" - As it only has one effect which is to allow mine improvement, I could add a building "water well" that gives +1 food or +1 health. 2 - In tech "Feudalism" - if convenient, it can be divided into two tech "land tenure / warrior code" 3- In tech "rifling" - it could be the tech that allows rifleman and cavalry units 4- In tech "healthcare" - it could be the tech that allows building hospital and national wonder Red Cross 5- In tech "synthetics" - if convenient, it can be divided into two tech "synthetics / plastics" and also "explosives" (which would be tech to allow units tank and battleship) 6 - In tech "Particle physics" - if convenient, it can be used as one of the tech related to the science win at the end of the tech tree 7 - In tech "refining / synthetics" - if convenient, it can use the national wonder "Refinery" from MOD "history rewritten", the art is really well done and would make good synergy with oil resources. this text I made serves as a starting point for discussing possible changes and improvements to the tech tree. Feel free to make comments. Then, I will try to make an attempt to create a new tech tree, to see if it is possible to fit these and other suggestions. already apologize for the image quality / translation errors because i did a simple edit with Paint and did the translation on google translator.