Are you fine with how I reorganized techs so there would be no floating techs?
I did that up to industrial era. I left later eras, as Pepper is adding techs after V39 gets released.
Screenshots are in my previous post.
Medieval techs redundancy changes:
Spoiler:
Fundamentalism requires Theology/Resurrection, but Resurrection is already covered by Theology prereqs.
Fundamentalism will require Theology.
Windmills requires Surveying/Waterwheels, but Waterwheels is already covered by Surveying prereqs.
Windmills will require Surveying.
Heraldry requires Yeomanry and Feudalism, but Feudalism is directly required by Yeomanry.
Heraldry will require Yeomanry.
Martial Arts require Agricultural Tools/Philosophy/Combat Sports/Feudalism, but Philosophy/Combat Sports are already covered by Agricultural Tools prereqs.
Martial Arts will require Agricultural Tools/Philosophy.
Perspective requires Paper/Invention/Architecture, but Architecture is already covered by Paper/Invention prereqs.
Perspective will require Paper/Invention.
Chivalry requires Armored Cavalry/Poetry/Heraldry, but Heraldry is already covered by Armored Cavalry prereqs.
Chivalry will require Armored Cavalry/Poetry.
Medieval era is done.
Renaissance tech redundancies:
Spoiler:
Critical Thought requires Divine Right/Cryptography/Astronomy/Clockworks, but Clockworks is already covered by Divine Rights/Astronomy prereqs.
Critical Thought will require Divine Right/Cryptography/Astronomy.
Zoology requires Biology/Feline Domestication/Anatomy, but Feline Domestication/Anatomy are already covered by Biology prereqs.
Zoology will require Biology.
Botany requires Biology/Agricultural Tools/Crop Rotation, but Agricultural Tools are already covered by Biology prereqs.
Botany will require Biology/Crop Rotation.
Economics requires Liberalism/Stock Brokering/Patent Rights/Mercantilism, but Stock Brokering directly requires Mercantilism.
Economics will require Liberalism/Stock Brokering/Patent Rights.
Nationalism requires Economics/Constitution/Rifling/Social Contract, but Social Contract is already covered by Economics/Constitution prereqs.
Nationalism will require Constitution/Economics/Rifling.
Representative Democracy requires Nationalism/Constitution, but Constitution is already directly required by Nationalism.
Representative Democracy will require Nationalism.
Those were all Renaissance techs.
Fun Fact: Mummification has farthest "leads to" range: It is in early-middle Ancient era, but it leads to Archeology (Archeology/Kementism are only place, where Mummification leads to) which is in late Renaissance era.
Industrial tech redundancies:
Spoiler:
Industrial Lifestyle requires Rifling/Military Tradition/Grand War/Replaceable Parts, but Rifling is already covered by Representative Democracy prereqs.
Industrial Lifestyle will require Military Tradition/Grand War/Replaceable Parts.
Emancipation requires Industrial Lifestyle and Economics, but Economics is already covered by Industrial Lifestyle prereqs.
Emancipation will require Industrial Lifestyle.
Journalism requires Photography/Steam Power/Representative Democracy, but Representative Democracy is already covered by Photography prereqs.
Journalism will require Photography/Steam Power.
Romanticism requires Steam Power/Grand War/Free Artistry, but Grand War is already covered by Steam Power prereqs.
Romanticism will require Steam Power/Free Artistry.
Food Preservation requires Steam Power/Chemistry/Grand War, but Grand War is already covered by Steam Power prereqs.
Food Preservation will require Steam Power/Chemistry.
Thermodynamics require Steam Power/Weather Forecasting, but Weather Forecasting is already covered by Steam Power prereqs.
Thermodynamics will require Steam Power.
Wildlife Conservation requires Romanticism/Deputization/Geology/Biology/Nationalism, but Nationalism is already covered by Romanticism prereqs.
Wildlife Conservation will require Romanticism/Deputization/Geology/Biology.
Refining requires Railroad/Gas Lighting/Explosives, but Explosives is already covered by Railroad/Gas Lighting prereqs.
Refining will require Railroad/Gas Lighting.
Meteorology requires Telegraph/Weather Forecasting, but Weather Forecasting is covered by Telegraph prereqs.
Meteorology will require Telegraph.
Modern Sanitation requires Firefighting/Elixirs and Tonics/Sanitation, but Sanitation is already covered by Firefighting prereqs.
Modern Sanitation will require Firefighting/Elixirs and Tonics.
Nitroglycerin requires Assembly Line/Geology/Explosives, but Explosives is covered by Assembly Line prereqs.
Nitroglycerin will require Assembly Line/Geology.
Marxism requires Assembly Line/Stock Brokering/Journalism, but Stock Brokering is already covered by Assembly Line.
Marxism will require Assembly Line/Journalism
Mormon requires Agricultural Engineering/Representative Democracy but Representative Democracy is already covered by Agricultural Engineering.
Mormon will require Agricultural Engineering
Semi-Automatic Weapons requires Steel/Nitroglycerin/Rifling/Military Science, but Rifling is already covered by Steel prereqs.
Semi-Automatic Weapons will require Steel/Nitroglycerin/Military Science.
Realism requires Marxism/Photography/Romanticism but Photography is already covered by Marxism prereqs.
Realism will require Marxism/Romanticism.
Women's Suffrage requires Labor Union/Journalism/Emancipation, but Journalism is already covered by Labor Union prereqs.
Women's Suffrage will require Labor Union/Emancipation.
Compulsory Education requires Criminology/Psychology, but Criminology is directly required by Psychology.
Compulsory Education will require Psychology.
Mass Transit requires Motorized Transportation/Foreign Policy/Civil Engineering, but Civil Engineering is directly required by Motorized Transportation.
Mass Transit will require Motorized Transportation/Foreign Policy.
I connected floating techs as shown in screenshots in previous post.
I also removed all redundancies.
Those changes were done for all eras up to including Inndustrial era.
That is I didn't change anything in Modern and later eras, as Pepper is changing things around here.
I had to move few religious techs around Y axis when I was connecting floating techs.
Also I removed redundant requirements from religious techs.
Those techs are Canaaism/Mormon/Shamanism/Tengrii.
Canaism/Mormon lost all their redundant tech AND requirements.
Shamanism was moved to Y17 and its prereq was changed to OR type (arrow).
Tengrii was moved a little (Y15->Y13).
There were 77 such techs out of 400+ existing in Prehistoric-Industrial eras.
Can I commit those changes to tech tree, or should I wait for V39 release?
Those things are purely graphical for player.
I wonder how beelining priorities will change... someone said Beelining Stings is useless as AIs rushed to next eras anyway.
On unrelated note I wanted to fix some capitalization mistakes.
I corrected one for food wasted, but I cant find text "free commerce" at all in ANY files within Caveman2Cosmos folder (Notepad++ will search everything everywhere too).
I corrected one for food wasted, but I cant find text "free commerce" at all in ANY files within Caveman2Cosmos folder (Notepad++ will search everything everywhere too).
Yeah, the way the files work is if it's in the modules it will usually override or edit what is in the core xml for the mod. If it's in the xml for the mod, it'll override completely what it is when it's found in the Beyond the Sword assets. If it's in the BtS assets, it'll override whatever it may be if it is found in the Warlords and/or Core Civ IV assets. Warlords would override CivIV if you have anything in there still (original setups like mine might). And from there if it isn't found in warlords, bts, or the mod in any form, it'll rely on what it finds in the Civ IV base stuff. There's still a lot of texts that go back to that and when it must be changed, copying it to one of our mod folder text files will be necessary. Just make sure to keep the same type tag.
I'm not concerned about how it changes the AI progress through the tree that much. Beeline Stings is something where the AI is a little deficient at understanding the danger. I do still need to give them some measure of reluctance to go for a gateway tech, particularly if the first player has already reached the gateway tech and taken its free tech.
As you saw earlier I connected floating techs too. Shamanism now is connected with arrow, but I had to swap places - basically it was on top of column and now is at bottom of column.
Piracy, Sculpture and Board Games are connected to techs with arrows now.
It looked harder than it actually was, opposite of connecting Shamanism to tech tree with arrow.
Fixed floating Judaism on my side (removed its redundancies) and accordingly changed places of techs in game and in file.
Changed Diplomacy so it is connected with arrow.
Moved Executions and Surveying out of way, so Alchemy can have OR requirement with Engineering.
Swapped Colonialism with Navigation and Mercantilism with Corporation, so Heliocentrism could get OR requirement.
Moved one tech out of lawn, so Barbed Wire can have OR prereq with Agricultural Engineering.
Moved techs under Civil Engineering one Ygrid down so Artillery can have OR prereq with Semiautomatic Weapons.
I connected four floating techs to Industrialism (Advanced Metallurgy/Plastics) and Trenth Warfare (Armored Vehicles/Automatic Weapons). Still cleaner than Industrial era.
Reattached Recycling too.
Connected Unmanned Air Vehicles. Moved few techs to keep lines untangled.
Attached Genetic Biochemistry. That one was easy and clean.
Paper Electronics has OR requirement with Nanogenerators, untangled Acoustophoresis and changed prereq for Ontological Engineering.
Regenarive Medicine, Hypothetical Biochemistry and Supercharged Crystallography have OR prereqs.
Cultural Longevity now has OR requirement with Directed Panspermia.
Pure Information Society and Dark Energy Harvesting have OR requirements.
Spoiler:
And all floating techs are connected to tech tree.
Modern techs redundancies:
Spoiler:
Dieselpunk requires Trench Warfare/Motorized Transportation, but Motorized Transportation is already covered by Trench Warfare prereqs.
Dieselpunk will require Trench Warfare.
Naval Flight requires Industrialism/Radio/Flight, but Radio is already covered by Industrialism/Flight prereqs.
Naval Flight will require Industrialism/Flight
Propaganda requires Communism/Psychology/Motion Pictures/Fascism, but Psychology is already covered by Communism prereqs.
Propaganda will require Communism/Motion Pictures/Fascism.
Coast Guard requires Submarine Warfare/Firefighting/Criminology, but Firefighting/Criminology are already covered by Submarine Warfare prereqs.
Coast Guard will require Submarine Warfare.
Consumerism requires Propaganda/Industrialism, but Industrialism is already covered by Propaganda prereqs.
Consumerism will require Propaganda.
Mechanized Warfare requires Armored Vehicles/Advanced Metallurgy/Radio/Automatic Weapons, but Radio is already covered by Armored Vehicles/Advanced Metallurgy/Automatic Weapons prereqs.
Mechanized Warfare will require Armored Vehicles/Advanced Metallurgy/Automatic Weapons.
Guerilla Warfare requires Automatic Weapons/Radio/Communism/Fascism, but Radio is already covered by Automatic Weapons/Radio/Communism/Fascism prereqs.
Guerilla Warfare will require Automatic Weapons/Communism/Fascism.
Electronics requires Plastics/Advanced Metallurgy/Radio, but Radio is already covered by Plastics prereqs.
Electronics will require Plastics/Advanced Metallurgy.
Modern Physics requires Fission/Electronics/Compulsory Education/Cosmology/Advanced Aviation but Compulsory Education is already covered by Fission/Electronics/Cosmology/Advanced Aviation prereqs.
Modern Physics will require Fission/Electronics/Cosmology/Advanced Aviation.
Television requires Electronics/Decryption Machines/Motion Pictures, but Motion Pictures is already covered by Decryption Machines prereqs,
Television will require Electronics/Decryption Machines.
Atompunk requires Modern Physics/Logistics/Rocketry, but Logistics is already covered by Modern Physics prereqs.
Atompunk will require Modern Physics/Rocketry.
Molecular Biology requires Modern Physics/Organic Chemistry, but Organic Chemistry is already covered by Modern Physics prereqs.
Molecular Biology will require Modern Physics.
Microwaves require Modern Physics/Radar, but Rafar is already covered by Modern Physics prereqs.
Microwaves will require Modern Physics.
Solar Power requires Manufacturing/Hydroelectricity/Modern Physics, but Hydroelectricity is already covered by Modern Physics prereqs.
Solar Power will require Manufacturing/Modern Physics
Modern Health Care requires Molecular Biology/Highway Systems/Refrigeration/Antibiotics, but Refrigeration is already covered by Molecular Biology/Highway Systems prereqs.
Modern Health Care will require Molecular Biology/Highway Systems/Antibiotics.
Radio Astronomy requires Microwaves/Cosmology, but Cosmology is already covered by Microwaves prereqs.
Radio Astronomy will require Microwaves.
Laser requires Solar Power/Manufacturing, but Manufacturing is directly required by Solar Power.
Laser will require Solar Power.
Fire Suppression requires Ecology/Firefighting, but Firefighting is already covered by Ecology prereqs.
Fire Suppression will require Ecology.
Modern Warfare requires Supersonic Flight/(Guerilla/Amphibious/Mechanized) Warfare, but Mechanized Warfare is already covered by Supersonic Flight prereqs.
Modern Warfare will require Supersonic Flight/(Guerilla/Amphibious) Warfare.
Guided Weapons requires Modern Warfare/Advanced Rocketry/Laser/Microprocessor, but Laser is already covered by Microprocessor prereqs.
Guided Weapons will require Modern Warfare/Advanced Rocketry/Microprocessor
Extreme Sports require Counterculture/Modern Sports/Tourism/Water Sports/Motor Sports, but Tourism is already covered by Counterculture prereqs.
Extreme Sports will require Counterculture/Modern Sports/Water Sports/Motor Sports.
Those were all Modern Era redundancies.
Information tech redundancies:
Spoiler:
Information Lifestyle requires Guided Weapons/Volcanology/Space Stations/Composites/Extreme Sports/Genetics/Counterculture/Lunar Exploration, but Counterculture is directly required by Extreme Sports.
Information Lifestyle will require Guided Weapons/Volcanology/Space Stations/Composites/Extreme Sports/Genetics/Lunar Exploration.
Fuel Cells requires Information Lifestyle/Composites/Astronautics, but Astronautics is already covered by Information Lifestyle prereqs.
Fuel Cells will require Information Lifestyle/Composites.
Planetary Exploration requires Information Lifestyle/Robotics/3D Modeling, but Robotics is already covered by Information Lifestyle prereqs.
Planetary Exploration will require Information Lifestyle/3D Modeling.
Fiber Optics requires Information Lifestyle/Microprocessor/Laser/Computer Networks, but Microprocessor/Laser/Computer Networks are covered by Information Lifestyle prereqs.
Fiber Optics will require Information Lifestyle.
Gastronomy requires Information Lifestyle/Astronautics/Extreme Sports, but Astronautics/Extreme Sports are already covered by Information Lifestyle prereqs.
Gastronomy will require Information Lifestyle/Extreme Sports.
-----EXCEPTION: Extreme Sports is one of OR prereqs of Information Lifestyle.
Ion Propulsion requires Fuel Cells/Satellites, but Satellites are already covered by Fuel Cells prereqs.
Ion Propulsion will require Fuel Cells.
Superconductors requires Information Lifestyle/Fiber Optics/Refrigeration/Composites, but Refrigeration is already covered by Information Lifestyle prereqs.
Superconductors will require Information Lifestyle/Fiber Optics/Composites
Communication Networks requires Fiber Optics/Microwaves/Guided Weapons/Satelites/Globalization, but Microwaves/Satellites/Globalization are already covered by Fiber Optics prereqs.
Communication Networks will require Fiber Optics/Guided Weapons.
Forensics require Urban Culture/Genetics, but Genetics is already covered by Urban Culture prereqs.
Forensics will require Urban Culture.
Derivatives requires Communication Networks/Long Range Forecasting/Legalized Gambling/Conglomerates, but Legalized Gambling is already covered by Communication Networks prereqs.
Derivatives will require Communication Networks/Long Range Forecasting/Conglomerates.
Nanotechnology requires Superconductors/Communication Networks/3D Modeling, but 3D Modeling is already covered by Superconductors prereqs.
Nanotechnology will require Superconductors/Communication Networks.
Magnetic Levitation requires Superconductors/Fiber Optics/Space Stations, but Fiber Optics are directly required by Superconductors.
Magnetic Levitation will require Superconductors/Space Stations.
Neural Networks requires Communication Networks/Genetics, but Genetics is already covered by Communication Networks prereqs.
Neural Networks will require Communication Networks.
Unmanned Air Vehicles requires Communication Networks/Robotics/Stealth, but Robotics is already covered by Communication Networks/Stealth prereqs.
Unmanned Air Vehicles will require Communication Networks/Stealth.
Virtual Reality requires Communication Networks/Extreme Sports/3D Modelling, but Extreme Sports is already covered by Communication Networks prereqs.
Virtual Reality will require Communication Networks/3D Modelling.
Space Tourism requires Unmanned Air Vehicles/Tourism/Ion Propulsion/Communication Networks/Space Stations, but Tourism is already covered by Unmanned Air Vehicles and Communication Networks is directly required by it.
Space Tourism will require Unmanned Air Vehicles/Ion Propulsion/Space Stations.
Astrobiology requires Bioinformatics/Biological Warfare/Astrogeology, but Astrogeology is already covered by Bioinformatics prereqs.
Astrobiology will require Bioinformatics/Biological Warfare.
Solar Propulsion requires Renewable Energy/Nanotechnology/Planetary Exploration, but Nanotechnology is directly required by Renewable Energy.
Solar Propulsion will require Renewable Energy/Planetary Exploration.
Quantum Teleportation requires Superstring Theory/Fiber Optics, but Fiber Optics is already covered by Superstring Theory prereqs.
Quantum Teleportation will require Superstring Theory.
Machine Learning requires Neural Networks/Robotics/Cloud Computing/Virtual Reality, but Robotics is already covered by Neural Networks prereqs.
Machine Learning will require Neural Networks/Cloud Computing/Virtual Reality.
Lunar Bases requires Space Tourism/3D Printing/Lunar Exploration, but Lunar Exploration is already covered by Space Tourism prereqs.
Lunar Bases will require Space Tourism/3D Printing.
Unmanned Naval Vehicles requires Machine Learning/Unmanned Air Vehicles/Aquaculture/Deep Sea Exploration, but Deep Sea Exploration is already covered by Machine Learning prereqs.
Unmanned Naval Vehicles will require Machine Learning/Unmanned Air Vehicles/Aquaculture.
Biomechanical Harvesting requires Genetic Biochemistry/Extreme Sports/Cloning, but Extreme Sports is already covered by Genetic Biochemistry prereqs.
Biomechanical Harvesting will require Genetic Biochemistry/Cloning.
Biomathematics requires Genetic Biochemistry/Biomaterials, but Biomaterials is already covered by Genetic Biochemistry prereqs.
Biomathematics will require Genetic Biochemistry.
Ecological Engineering requires Genetic Biochemistry/Volcanology/Fire Suppression/Renewable Energy, but Fire Suppression is already covered by Genetic Biochemistry.
Ecological Engineering will require Genetic Biochemistry/Volcanology/Renewable Energy.
Exoplanet Discovery requires Cloud Computing/Superstring Theory/Radio Astronomy, but Radio Astronomy is already covered by Cloud Computing prereqs.
Exoplanet Discovery will require Cloud Computing/Superstring Theory.
Digitization requires Cyberwarfare/Media Psychology, but Media Psychology is already covered by Cyberwarfare prereqs.
Digitization will require Cyberwarfare.
Commercial Spaceflight requires Exoplanet Discovery/Ion Propulsion/Space Tourism/Unmanned Air Vehicles, but Ion Propulsion/Unmanned Air Vehicles are directly required by Space Tourism.
Commercial Spaceflight will require Exoplanet Discovery/Space Tourism.
Disaster Robots requires Military Robotics/Fire Suppression, but Fire Suppression is already covered by Military Robotics prereqs.
Disaster Robots will require Military Robotics.
Virtual Society requires Direct Merchandising/Digitization, but Digitization is already covered by Direct Merchandising prereqs.
Virtual Society will require Direct Merchandising.
All Information era techs are done.
Nanotech redundancies:
Spoiler:
Advanced Environmental Systems requires Nanotech Lifestyle/Bacterium Engineering/Commercial Spaceflight/Marine Architecture, but Marine Architecture is directly required by Nanotech Lifestyle.
Advanced Environmental Systems will require Nanotech Lifestyle/Bacterium Engineering/Commercial Spaceflight.
----EXCEPTION: Marine Architecture is one of OR prereq of Nanotech Lifestyle.
Nano Architecture requires Nanotech Lifestyle/Microgenerators/Graphene Alloys/Megacities, but Megacities are already covered by Nanotech Lifestyle prereqs.
Nano Architecture will require Nanotech Lifestyle/Microgenerators/Graphene Alloys.
----EXCEPTION: Megacities is prereq of OR prereq of Nanotech Lifestyle.
Liquid Metals requires Nanotech Lifestyle/Genesis Biology/Graphene Alloys, but Genesis Biology is already covered by Nanotech Lifestyle prereqs.
Liquid Metals will require Nanotech Lifestyle/Graphene Alloys.
----EXCEPTION: Genesis Biology is prereq of OR prereq of Nanotech Lifestyle.
Invisibility requires Nanotech Lifestyle/Weaponized Lasers/Quantum Teleportation/Rapid Prototyping/Graphene Alloys, but Rapid Prototyping is already covered by Nanotech Lifestyle prereqs.
Invisibility will require Nanotech Lifestyle/Weaponized Lasers/Quantum Teleportation/Graphene Alloys.
Ubiquotous Computing requires Nanotech Lifestyle/Augmented Reality/Military Robotics/Affective Algorithms/Microgenerators, but Augmented Reality is directly required by Nanotech Lifestyle.
Ubiquotous Computing will require Nanotech Lifestyle/Military Robotics/Affective Algorithms/Microgenerators.
Lunar Colonization requires Advanced Environmental Systems/Nano Architecture/Lunar Bases/Commercial Spaceflight, but Commercial Spaceflight is directly required by Advanced Environmental Systems.
Lunar Colonization will require Advanced Environmental Systems/Nano Architecture/Lunar Bases.
Mesh Networks require Ubiquitous Computing/Megacities/Invisibility, but Megacities is already covered by Ubiquitous Computing prereqs.
Mesh Networks will require Ubiquitous Computing/Invisibility
Automated Robotics require Mesh Networks/Affective Algorithms/Disaster Robotics, but Affective Algorithms is already covered by Mesh Networks prereqs.
Automated Robotics will require Mesh Networks/Disaster Robotics.
Lunar Tourism requires Megacorporations/Lunar Colonization, but Lunar Colonization is directly required by Megacorporations.
Lunar Tourism will require Megacorporations.
Internal Shockwave Engine requires Augment Consumables/Electric Weaponry/Hypersonic Flight/Liquid Metals/Fusion, but Liquid Metals is covered by Augment Consumables prereqs, and Fusion is directly required by Electric Weaponry.
Internal Shockwave Engine will require Augment Consumables/Electric Weaponry/Hypersonic Flight.
Ontological Engineering requires Mesh Networks/Virtual Society/Thought Scanning, but Virtual Society is already covered by Mesh Networks prereqs.
Ontological Engineering requires Mesh Networks/Thought Scanning.
Electromagnetic Field Shielding requires Acoustophoresis/Mesh Networks/Plastic Electronics, but Mesh Networks is already covered by Acoustophoresis prereqs.
Electromagnetic Field Shielding will require Acoustophoresis/Plastic Electronics.
Automated Urbanization requires Automated Robotics/Nano Architecture/Media Hivemind/Ontological Engineering, but Namo Architecture is already covered by Media Hivemind prereqs.
Automated Urbanization will require Automated Robotics/Media Hivemind/Ontological Engineering.
Wireless Electricity requires Electromagnetic Field Shielding/Coilgun/Nanogenerators/Automated Urbanization, but Nanogenerators are already covered by Electromagnetic Field Shielding prereqs.
Wireless Electricity will require Electromagnetic Field Shielding/Coilgun/Automated Urbanization.
Advanced Computers requires Automated Urbanization/Nanogenerators, but Nanogenerators is already covered by Automated Urbanization prereqs.
Advanced Computers will require Automated Urbanization.
Bionics requires Rapid Recuperation/Nanogenerators, but Nanogenerators is already covered by Rapid Recuperation.
Bionics will require Rapid Recuperation.
Anti Aging Medicine requires Rapid Recuperation/Nanogenerators/Ontological Engineering, but Nanogenerators is already covered by Rapid Recuperation.
Anti Aging Medicine will require Rapid Recuperation/Ontological Engineering.
Accelerated Germination requires Wireless Electricity/Ecological Engineering/Novus Chemistry/Vertical Farming, but Ecological Engineering is already covered by Wireless Electricity prereqs.
Accelerated Germination will require Wireless Electricity/Novus Chemistry/Vertical Farming.
Interactive Glass requires Wireless Electricity/Plastic Electronics, but Plastic Electronics is covered by Wireless Electricity prereqs.
Interactive Glass will require Wireless Electricity.
Superstrong Alloys requires Biomimetics/Advanced Computers/Invisibility, but Invisibility is already covered by Biomimetics prereqs.
Superstrong Alloys will require Biomimetics/Advanced Computers.
Skyroads requires Supersonic Rails/Novus Chemistry/Wireless Electricity, but Wireless Electricity is directly required by Supersonic rails.
Skyroads will require Supersonic Rails/Novus Chemistry.
Androids require Interactive Glass/War Machines/Biomimetics/Droids, but Biomimetics is directly required by Droids.
Androids will require Interactive Glass/War Machines/Droids.
Quantum Computers requires Amplified Wavelengths/Photon Thermodynamics/Quantum Teleportation/Advanced Computers, but Advanced Computers is directly required by Amplified Wavelengths, and Quantum Teleportation is covered by it.
Quantum Computers will require Amplified Wavelengths/Photon Thermodynamics.
Orbital Flight requires Magnetic Sails/Photon Thermodynamics/Skyroads/Advanced Computers, but Advanced Computers is directly required by Photon Thermodynamics.
Orbital Flight will require Magnetic Sails/Photon Thermodynamics/Skyroads.
Levitation requires Skyroads/Amplified Wavelengths/Photon Thermodynamics/Automated Urbanization/Quantum Computing, but Photon Thermodynamics/Amplified Wavelengths are directly required by Quantum Computing; Automated Urbanization is covered by Quantum Computing prereqs.
Levitation will require Skyroads/Quantum Computing.
Planetary Economics requires Androids/Megacorporations/Environmental Economics/Fusion/Nanobitics, but Megacorporations/Fusion are already covered by Androids prreqs.
Planetary Economics will require Androids/Environmental Economics/Nanobotics.
Electromagnetic Voltage requires Ion Beams/Internal Shockwave Engine/Environmental Economics/Quantum Computing, but Internal Shockwave Engines is already covered by Ion Beams prereqs.
Electromagnetic Voltage will require Ion Beams/Environmental Economics/Quantum Computing.
Cybersociology requires Universal Translator/Quantum Computing/Androids, but Androids is directly required by Universal Translator.
Cybersociology will require Universal Translator/Quantum Computing.
Personal Robotics requires Electromagnetic Voltage/Plastic Electronics/Androids, but Androids is directly required by Universal Translator, and Plastic Eletronics is covered by its prereqs.
Personal Robotics requires Electromagnetic Voltage.
Lunar Trade requires Planetary Economics/Orbital Flight/Solar Propulsion/Mass Driver, but Mass Driver is already covered by Planetary Economics prereqs, and Solar Propulsion is already covered by Orbital Flight prereqs.
Lunar Trade will require Planetary Economics/Orbital Flight.
Cybernetics requires Cyberimmunology/Electromagnetic Voltage/Bionics, but Bionics is already covered by Cyberimmunology prereqs.
Cybernetics will require Cyberimmunology/Electromagnetic Voltage.
Artificial Photosynthesis requires Transhuman Lifestyle/Designer Microbiology/Supercharged Crystallography/Hypothetical Biochemistry, but Supercharged Crystallography is directly required by Transhuman Lifestyle.
Artificial Photosynthesis will require Transhuman Lifestyle/Designer Microbiology/Hypothetical Biochemistry
----EXCEPTION: Supercharged Crystallography is one of OR prereqs of Transhuman Lifestyle.
Unification Physics requires Transhuman Lifestyle/Superstrong Alloys/Levitation/Cloaking, but Superstrong Alloys is covered by Transhuman Lifestyle prereqs.
Unification Physics will require Transhuman Lifestyle/Levitation/Cloaking.
Neuron Engineering requires Transhuman Lifestyle/Designer Microbiology/Hypothetical Biochemistry/Supercharged Crystallography/Cyberimmunology, but Supercharged Crystallography/Cyberimmunology is already covered by Transhuman Lifestyle prereqs.
Neuron Engineering will require Transhuman Lifestyle/Designer Microbiology/Hypothetical Biochemistry.
----EXCEPTION: Supercharged Crystallography is one of OR prereqs of Transhuman Lifestyle.
Kuiper Belt Exploration requires Deep Space Colonies/Planetary Manufacturing/Artificial Photosynthesis/Unification Physics/Lunar Trade, but Lunar Trade is directly required by Deep Space Colonies.
Kuiper Belt Exploration will require Deep Space Colonies/Planetary Manufacturing/Artificial Photosynthesis/Unification Physics.
Frost Beams requires Unification Physics/Supercharged Crystallography, but Supercharged Crystallography is already covered by Unification Physics prereqs.
Frost Beams will require Unification Physics/Supercharged Crystallography
Botanical Alchemy requires Artificial Evolution/Artificial Photosynthesis/Environmental Economics/Vertical Farming/Synergetics, but Artificial Photosynthesis/Enviromental Economics/Vertical Farming is already covered by Artificial Evolution prereqs.
Botanical Alchemy will require Artificial Evolution/Synergetics.
Artificial Life requires Whole Brain Emulation/Nutraceutal Animals/Botanical Alchemy/Homo Superior, but Homo Superior is already covered by Whole Brain Emulation prereqs.
Artificial Life will require Whole Brain Emulation/Nutraceutal Animals/Botanical Alchemy.
Nanomorphics requires Terra Computer/Binary Psychokinesis/Animaterials, but Animaterials is directly required by Binary Psychokinesis.
Nanomorphics will require Terra Computer/Binary Psychokinesis.
Sentient Earth requires Terra Computer/Binary Psychokinesis/Mythological Bestiary/Human Transmutation, but Mythological Bestiary is directly required by Human Transmutation.
Sentient Earth will require Terra Computer/Binary Psychokinesis/Human Transmutation.
Weather Control requires Thermal Negation/Terra Computer/Climate Models, but Climate Models is covered by Thermal Negation prereqs.
Weather Control will require Thermal Negation/Terra Computer.
Subterranean Exploration requires Thermal Negation/Astro Enviromental Systems/Volcanology, but Astro Enviromental Systems/Volcanology are covered by Thermal Negation prereqs.
Subterranean Exploration will require Thermal Negation.
Solar Ordnance requires Planetary Defenses/Solar Propulsion/Nanoshielding, but Solar Propulsion is already covered by Nanoshielding prereqs.
Solar Ordnance will require Planetary Defenses/Nanoshielding.
Lunar Megastructures requires Planetary Defenses/Frictionless Flight/Lunar Manufacturing/Lunar Tourism/Orbital Megastructures, but Frictionless Flight//Lunar Manufacturing/Lunar Tourism/Orbital Megastructures are already covered by Planetary Defenses prereqs.
Lunar Megastructures will require Planetary Defenses.
Planetary Megastructures requires Lunar Megastructures/Planetary Colonization, but Planetary Colonization is already covered by Lunar Megastructures prereqs.
Planetary Megastructures will require Lunar Megastructures.
Extraterresial Agriculture requires Weather Control/Apocylaptic Pathogens/Planetary Colonization/Molecular Scanning, but Planetary Colonization is already covered by Weather Control prereqs.
Extraterresial Agriculture will require Weather Control/Apocylaptic Pathogens/Molecular Scanning
All Transhuman techs are done.
Redundant techs in Milky Way:
Spoiler:
Antimatter Production requires Galactic Lifestyle/Molecular Scanning/Nuclear Pulse Propulsion, but Molecular Scanning/Nuclear Pulse Propulsion are covered by Galactic Lifestyle prereqs.
Antimatter Production will require Galactic Lifestyle.
----EXCEPTION: Nuclear Pulse Propulsion is one of OR prereqs of Galactic Lifestyle.
Colony Arcology requires Galactic Lifestyle/Organic Cities/Shielding, but Organic Cities/Shielding are already covered by Galactic Lifestyle prereqs.
Colony Arcology will require Galactic Lifestyle.
Interstellar Travel requires Galactic Lifestyle/Nuclear Pulse Propulsion/Planetary Megastructures, but Nuclear Pulse Propulsion/Planetary Megastructures are already covered by Galactic Lifestyle prereqs.
----EXCEPTION: Nuclear Pulse Propulsion is one of OR prereqs of Galactic Lifestyle.
Astroecology requires Galactic Lifestyle/Artificial Life/Subterranean Exploration, but Artificial Life is already covered by Galactic Lifestyle prereqs.
Astroecology will require Galactic Lifestyle/Subterranean Exploration.
Launch Arcology requires Colony Arcology/Advanced Shielding/Planetary Manufacturing/Interstellar Travel, but Advanced Shielding/Planetary Manufacturing were already covered by Launch Arcology prereqs.
Launch Arcology will require Colony Arcology/Interstellar Travel.
Planetary Terraforming requires Astroecology/Planetary Megastructures/Geosculpting/Paraterraforming, but Planetary Megastructures is already covered by Astroecology prereqs.
Planetary Terraforming will require Astroecology/Geosculpting/Paraterraforming
Nanomorphic Troids requires Atomic Scale Engineering/Nanotroids, but Nanotroids is already covered by Atomic Scale Engineering prereqs..
Nanomorphic Troids will require Atomic Scale Engineering.
Teleportation requires Atomization Field/Quantum Computing, but Quantum Computing is already covered by Atomization Field prereqs.
Teleportation will require Atomization Field.
Weaponized Disintegration requires Atomization Field/Solar Ordnance, but Solar Ordnance is already covered by Atomization Field prereqs.
Weaponized Disintegration will require Atomization Field.
Weaponized Gravity Fields requires Gravity Control/Advanced War Machines, but Advanced War Machines is already covered by Gravity Control prereqs.
Weaponized Gravity Fields will require Gravity Control.
Weaponized Antimatter requires Antimatter Rocket/Weaponized Disintegration, but Weaponized Disintegration is already covered by Antimatter Rocket prereqs.
Weaponized Antimatter will require Antimatter Rocket.
Astroimperialism requires Ecosynthesis/Interstellar Communication/Advanced Seedships/Astroanthopology, but Interstellar Communication is already covered by Ecosynthesis prereqs.
Astroimperialism will require Ecosynthesis/Advanced Seedships/Astroanthopology.
Picotechnology requires Weaponized Antimatter/Teleportation/Artificial Planets, but Teleportation is already covered by Artificial Planets prereqs.
Picotechnology will require Weaponized Antimatter/Artificial Planets.
Wormhole Traversal requires Megastrong Alloys/Teleportation/Wormhole Communications/Transtangible Neutrino Acceletrators, but Teleportation is already covered by Megastrong Alloys prereqs.
Wormhole Traversal requires Megastrong Alloys/Wormhole Communications/Transtangible Neutrino Acceletrators.
So, i browsed for a bit, but couldn't find out how to use space units or switch map modes. Maybe i'm missing something or don't know mechanics behind space shuttles and settlers, can anybody help/explain basics to me?
So, i browsed for a bit, but couldn't find out how to use space units or switch map modes. Maybe i'm missing something or don't know mechanics behind space shuttles and settlers, can anybody help/explain basics to me?
You need custom scenarios like Vertical Solar that is included with mod or one of maps in maps&scenarios subforums if you want to play with space stuff.
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I changed back some techs due to several possible patches to X lifestyle techs, that had requirement of X lifestyle tech.
That is if Lifestyle Tech required X or Y or Z, and one of techs requiring Lifestyle Tech required for example X or X prereqs not required by Y and Z, then it didn't count as redundancy.
Redundant techs in Universe:
Spoiler:
Galactic Warfare requires Galactic Lifestyle/Galactic Federation/Folding Space, but Galactic Federation is already covered by Galactic Lifestyle prereqs.
Galactic Warfare will require Galactic Lifestyle/Folding Space.
Intergroup Travel requires Cultural Longevity/Directed Panspermia/Intergalactic Colonization, but Directed Panspermia is directly required by Cultural Longevity.
Intergroup Travel will require Cultural Longevity/Intergalactic Colonization.
Galactiforming requires Immortality/Galactic Ecology/Galactic Engineering, but Galactic Ecology is directly required by Immortality.
Galactiforming will require Immortality/Galactic Engineering.
Zeptotechnology requires Exotic Star Colonization/Wormhole Hivemind/Wave Motion Gun, but Wave Motion Gun is directly required by Exotic Star Colonization.
Zeptotechnology will require Exotic Star Colonization/Wormhole Hivemind.
Zero Point Energy requires Unification Mathematics/Exotic Star Colonization/Wave Motion Gun, but Wave Motion Gun is directly required by Exotic Star Colonization.
Zero Point Energy will require Unification Mathematics/Exotic Star Colonization.
Megawormholes requires Induced Supernova/Intergroup Travel/Intergalactic Empire, but Intergalactic Empire is directly required by Induced Supernova and Intergroup Travel is already covered by Induced Supernova prereqs.
Megawormholes will require Induced Supernova.
Omega Minus Engineering requires Macroscopic Superposition/Dark Matter Engineering/Reactionless Drive, but Dark Matter Engineering is directly required by Macroscopic Superposition.
Omega Minus Engineering will require Macroscopic Superposition/Reactionless Drive.
Pure Information Society requires Macroscopic Superposition/Dark Matter Engineering, but Dark Matter Engineering is directly required by Macroscopic Superposition.
Pure Information Society will require Macroscopic Superposition.
Cosmic Engineering requires Dark Energy Harvesting/Intercluster Travel/Pure Information Society, but Intercluster Travel is directly required by Dark Energy Harvesting.
Cosmic Engineering will require Dark Energy Harvesting/Pure Information Society.
Those are all Cosmic techs redundancies.
Redundancies in Final Frontier:
Spoiler:
Hyperstructure Engineering requires String Manipulation/Cosmic Engineering, but Cosmic Engineering is directly required by String Manipulation.
Hyperstructure Engineering will require String Manipulation.
Controlled Inflation requires String Manipulation/Cosmic Engineering/Spacetime Economics, but Cosmic Engineering is directly required by String Manipulation.
Controlled Inflation will require String Manipulation/Spacetime Economics.
@pepper2000 I cleared all redundancies to end of tech tree.
Now I will try to unglue arrows where are glued (arrows going horizontally under tech, up and down arrows being in one place).
Sometimes it is impossible without moving techs in Xgrid and I'm just minimalising such cases, or I'm placing techs in such way that you can see arrow going under tech more clearly.
I'll post screenshots of untangled areas.
I'm doing that without moving techs in Xgrid.
Swapped Andeanism with Ressurection.
Moved Taoism two rows higher.
Moved Rat Catching and Plague Medicine two rows higher.
Moved Steampunk two rows higher and gas lighting two rows lower.
Moved Nuclear Power and Laser one row higher.
Swapped Space Tourism/Media Psychology, Lunar Bases/Wearable Computers.
Moved Online Community and Cyberwarfare, swapped Digitization with Rapid Prototyping.
Moved Powered Exoskeletons one row up and Micromechanics one row down.
Moved Hypersonic Flight 3 rows lower, swapped Megacorporations with Mainstream Cloning.
Switched And/Or prereqs of Automated Urbanization (Automated Robotics with Ontological Engineering).
Cleaned a lot of web in first part of Transhuman era by row and AND/OR prereq switching.
Did some cleaning of Cosmic/Transcedant era.
Spoiler:
I like that single OR requirement acts as AND requirement with arrow drawn.
This means moving OR/AND prereqs around is valid way to fix arrows too.
Places, where I cleared floating techs (this was done earlier):
Spoiler:
As you saw earlier I connected floating techs too.
Shamanism now is connected with arrow, but I had to swap places - basically it was on top of column and now is at bottom of column.
Piracy, Sculpture and Board Games are connected to techs with arrows now.
It looked harder than it actually was, opposite of connecting Shamanism to tech tree with arrow.
Fixed floating Judaism on my side (removed its redundancies) and accordingly changed places of techs in game and in file.
Changed Diplomacy so it is connected with arrow.
Moved Executions and Surveying out of way, so Alchemy can have OR requirement with Engineering.
Swapped Colonialism with Navigation and Mercantilism with Corporation, so Heliocentrism could get OR requirement.
Moved one tech out of lawn, so Barbed Wire can have OR prereq with Agricultural Engineering.
Moved techs under Civil Engineering one Ygrid down so Artillery can have OR prereq with Semiautomatic Weapons.
I connected four floating techs to Industrialism (Advanced Metallurgy/Plastics) and Trenth Warfare (Armored Vehicles/Automatic Weapons). Still cleaner than Industrial era.
Reattached Recycling too.
Connected Unmanned Air Vehicles. Moved few techs to keep lines untangled.
Attached Genetic Biochemistry. That one was easy and clean.
Paper Electronics has OR requirement with Nanogenerators, untangled Acoustophoresis and changed prereq for Ontological Engineering.
Regenarive Medicine, Hypothetical Biochemistry and Supercharged Crystallography have OR prereqs.
Cultural Longevity now has OR requirement with Directed Panspermia.
Pure Information Society and Dark Energy Harvesting have OR requirements.
Spoiler:
And all floating techs are connected to tech tree.
I corrected forced terraforming entries.
Also corrected text related to techs changing property values - space was missing.
Technically I touched Ygrid tags and AND/OR requirement tags.
Also I moved techs to correct places after swapping techs in rows in TechInfo file, as they were sorted up to X62.
Some initial work on helping the AI to not overreact to property control needs - a little more still needs to be done here but a few measures have been installed to keep from really big problems with this on very fast gamespeeds - it limits how many times in one round that a city can call for a property control unit.
Ensures that if a property control building is ordered, a property control unit won't interrupt it being built so that if it unlocks better property control units, we wait until such units can be trained. This isn't a perfect solution because if a city is answering to a brokerage call, this won't function, but that should be a rare issue since usually such an advanced city will have already constructed a better access building on the very merit that it provides said access to improved units. Thus this is more a measure put in place for the earlier game AI.
Ensures that when a property control building is called for, that a building that helps to control the right KIND of property is being selected, rather than any old building that manipulates any property in any direction (which is what it was previously doing, sometimes leading to the detrimental choice to construct buildings that would actually worsen the situation.
Testing shows these factors are now working as designed and it does have a very positive effect on the AI. Again, not perfect. I plan a touch more work on helping the AI to evaluate need for a unit by taking into account the drift factor, as Noriad has pointed out should be taken into account.
I'm that +1 small xml project away from saying let's re-release but I also do want to see more playtesting and I'm also hoping to catch what's causing these minidump crash reports so I hope I can find more of those reported soon.
I'm doing AI autotest on first 100 turns on Standard/Blitz/Noble on c2c_world map script.
I noticed one of AIs is wasting turns on processes...
They should be out of buildings before wasting time on process.
This lasts for couple of turns at worst though.
Also no more than 10 buildings stays unbuilt in capitals.
I have suggestion:
If buildings cost is <25% of total city output, then it should be built immediately as long as it doesn't have any drawbacks.
It appears I missed some redundancies
Naval Warfare doesn't need Sailing.
Scriptures - Priesthood.
Medicine - Biology.
Armored Vehicles - Artillery.
Rocketry - Advanced Metallurgy.
Modern Warfare - Amphibious Warfare.
Planetary Colonization - Planetary Exploration.
Optronics - Hypermagnetics
Encryption Machines - Propaganda.
I switched AND/OR prereqs of Nationalism.
Now it has two AND requirements: Rifling and Economics and one OR requirement: Constitution.
Rifling could be stranded before - was needed by only tech, and only tech had it as one ow two OR prereqs.
I'm going to clean any line crossings where it is possible without shifting techs in X grid.
That is shifting techs in row and juggling AND/OR prereqs.
Are you absolutely certain about this? I started a new game with the latest SVN yesterday. About 800 turns in (Snail) and I know for a fact that at least 2 of the AI have researched Tribalism quite a few turns ago (as in, 100+), but they're still on just one city.
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