We're getting just about every day more info about Civilization 5 features so I guess this will be good time to start the designing phase of Rise of Mankind -mod for Civ 5. At this point it is irrelevant who will make the mod but I'm sure it will be made.
As you may know I originally spent 7-8 months in designing the tech tree for Rise of Mankind and when redesigned it 1 year later it took another 2 months to make. Now for Civ 5 this task will be much simpler since we can use the stuff from RoM's BtS version but there's many techs that I discarded because I didn't have stuff to fill them but since there's so many RoM modmods we could get some ideas for new techs...
Phase 1: Designing new tech tree
Some things to think about:
- What techs should be included?
- Tech amounts for all eras should be in balance
- Unique Civ specific techs?
- Hidden techs (found through wonders or random events)?
- If you suggest techs, think about what objects those would hold, units, buildings, wonders, etc. We don't want to include empty techs (first draft will probably hold some techs that will be deleted before mod release).
- How important was this tech for humankind's progress?
- Multiple tech trees vs. One tech tree?
- Transhuman era should be like in RoM - not too much scifi / unreal stuff, rather stuff that has prototypes in our world and what most likely will be discovered in next 30 years
If I'll make the Civ 5: Rise of Mankind, then I'll reserve the veto right to include/exclude whatever techs I want but I'll heavily base the techs on discussions here.
Phase 1 ends when Civ 5 is released as then we actually can see what's possible with that game.