Since I finished my additions to AND to flesh out my new techs, I want to start another thread for my next project. I'm still interested in adding more stuff to AND, but I want to add stuff with a plan in mind. Ideally, I want to add new buildings either to give content to a tech with very little content of its own right now, or to create or enhance a building line. So I went through each tech and listed what it offered, but while I was doing this, I noticed there were many redundant prerequisites on units and buildings that I think should be cleaned up before I add anything else. I don't think redundant prerequisites really add anything to the game and can be misleading, so I'd like to have this cleaned up in order to give a true picture of what each tech really has to offer.
This first post is specifically limited to cleaning up existing prerequisites. I have a few actual changes in mind for a later post.
Some of these redundancies came about because of my not-yet-uploaded Tech Tree changes. I would ask that we don't make any of these changes right now. I have new BuildingInfo and UnitInfo XML files ready to go, so I can make these changes as part of adding the new techs and content.
The list of redundant tech prerequisites on units is quite long. I've spoilered it to keep the space down.
Buildings aren't as bad, but there are a few redundancies that can be trimmed.
Does this sound fair? I can explain any of this if you want. Some of these units might actually need their final prerequisite changed to something else instead. I worked only with the prerequisites as they currently stand.
This first post is specifically limited to cleaning up existing prerequisites. I have a few actual changes in mind for a later post.
Some of these redundancies came about because of my not-yet-uploaded Tech Tree changes. I would ask that we don't make any of these changes right now. I have new BuildingInfo and UnitInfo XML files ready to go, so I can make these changes as part of adding the new techs and content.
The list of redundant tech prerequisites on units is quite long. I've spoilered it to keep the space down.
Spoiler :
- A-10: Delete Supersonic Flight
- Airship: Delete Thermodynamics
- Anti-Air Halftrack: Delete Automatic Weapons
- Armor M60: Delete Computers, Manufacturing, and Radar
- Attack Submarine: Delete Submarine Warfare and Sonar
- Battlecruiser: Delete Combustion
- Carrier: Delete Radar
- Cavalry: Delete Stirrup
- Crafts Master: Delete Guilds
- Crossbowman: Delete Archery
- Dropship: Delete Military Robotics
- Early Destroyer: Delete Assembly Line
- Fusion Nova: Delete Fusion
- Fusion Submarine: Delete Guided Weapons and Sonar
- Heavy Tank: Delete Radio
- Hybrid Gunship: Delete Vertical Flight
- Hydrogen Bomb: Delete Modern Warfare
- ICBM: Delete Fission
- IRBM: Delete Fission and Jet Propulsion
- Iron Frigate: Delete Steam Power
- Jet Fighter: Delete Jet Propulsion, Manufacturing, and Semiconductors
- Light Tank: Delete Radio
- Longbowman: Delete Archery
- Man-O-War: Delete Naval Cannon
- Missile Cruiser: Delete Microprocessor and Sonar
- Mobile Artillery: Delete Artillery
- Modern Battleship: Delete Manufacturing
- Modern Carrier: Delete Naval Aviation
- Modern Destroyer: Delete Submarine Warfare
- Modern Fighter F35: Delete Supersonic Flight
- Modern Grenadier: Delete Industrialism
- Modern Infantry: Delete Automatic Weapons
- Modern Paratrooper: Delete Supersonic Flight
- Mounted Infantry: Delete Bronze Working
- MRBM: Delete Fission
- Nanite Cloud: Delete Nanobotics
- Nuclear Submarine: Delete Sonar and Submarine Warfare
- P59: Delete Manufacturing
- Paratrooper: Delete Automatic Weapons
- Peace Maker: Delete Fuel Cells, Nuclear Power
- Pre-Dreadnought: Delete Assembly Line and Screw Propeller
- Rifleman: Delete Flintlock
- Rocket Artillery: Delete Artillery
- Servants Master: Delete Guilds
- Ship of the Line: Delete Naval Cannon
- Siege Quinquireme: Delete Naval Warfare
- Special Forces: Delete Automatic Weapons
- SR-71 Blackbird: Delete Modern Physics
- Stealth Fighter: Delete Guided Weapons
- Stealth Submarine: Delete Guided Weapons, Sonar, and Submarine Warfare
- Strike Fighter F15: Delete Supersonic Flight
- Tactical Nuke: Delete Fission
- Tank: Delete Radio
- Transport: Delete Screw Propeller
- Trireme: Delete Naval Warfare
- Victuallers Master: Delete Guilds
Spoiler :
- Accelerator: Delete Photography and Quantum Physics
- Baray: Delete Masonry
- Chemical Plant: Delete Refining
- Coal Plant: Delete Assembly Line and Thermodynamics
- Hammam: Delete Masonry
- Mind-Control Center: Delete Mass Media
- Oil Power Plant: Delete Assembly Line
- Orbital Factory: Delete Magnetic Levitation
- Rubber Plant: Delete Organic Chemistry
- Skyscraper: Delete Physics and Steel
- Temple of Heaven: Delete Architecture
- UN Mission: Delete Applied Economics