Civ/Race Tech Tree

I like those ideas. What will the techs do? Maybe elf friend can give diplo bonus to all elf civs in a game (if this is doable). What does nomadic tech provide, any ideas?

The national units you are talking about would be the three leaders of the Edain? Instead of the king and hero units they have three "king units"?
 
Edain Nomadic Tech - Perhaps a movement bonus to settlers and workers? Or maybe for Horse Units?

The National Units for the Dunlendings? No just limit the "Mercenaries" that the guild provides to 3. They have hidden Nationality, get bonus gold from destroying units, but cannot capture cities. That is how they worked in the one Mod I saw them in.

EDIT: I have removed the Nomadic Culture from the Edain. I think we are thinking of using something like that in the Traits, so we shouldn't be doubling up on Traits & Techs. It also just doesn't fit after some consideration.
 
The only thing I am concerned about is balance. If we feel that it is all balanced then it is a good list. I just don't want people to only play certain civs because they have more Techs available to them if you know what I mean.

We will have to make sure to give other civs something else to compensate like we are doing with the "Sons of Feanor" idea. That will compensate for some of the loss of Techs, etc.
 
Balance will be a lot of eyeballing untill we get out something to play and test it, so I don't think this is the time to really worry about it (just keep things normal and that should be enough).

Also, having a unique tech can be a disadvantage as well, because you have to research it and won't be able to trade it (or have very few partners to trade it with in some cases). The tech cost can be used to balance things quite a bit IMHO.
 
Yeah that is true. Maybe we can make a new thread with a list of civs with all their special things (heroes, techs, civics?, UUs, UBs, civ specific wonders, etc). This will give us an overview of what each civ has.

There is one, in the Development Forum. As we have finalized things it has been updated. It is the Finalized Civilization List Thread.
 
So then, are we calling the Civ Tech Tree completed then?

If so we need to assign the Techs their prerequisites and place them in the appropriate age.

Civ Tech Tree:

Spoiler :
AGE OF THE STARS:
-

FIRST AGE OF THE SUN:
-

SECOND AGE OF THE SUN:
-

THIRD AGE OF THE SUN:
-

FOURTH AGE OF THE SUN:
-
 
AGE OF THE STARS:
  • Leadership
  • Ancient Lore
  • Elven Corruption

FIRST AGE OF THE SUN:
  • Gem Cutting
  • Great Travels
  • Nature Empathy
  • Elf Friend
  • Tyrrany

SECOND AGE OF THE SUN:
  • Shipcrafting
  • Advanced Constuction
  • Horse Mastery
  • River Working
  • Coruption of the Dead
  • Expert Mining
  • Mithril Smithing
  • Wainriding

THIRD AGE OF THE SUN:
  • Mariner Tradition
  • Watchtower Construction
  • Multilevel Construction
  • Horse Archery
  • Uruk Breeding
  • Mumakil Training
  • Shaft Mining
  • Mercenary Guilds
  • Piracy
  • Charioteering
  • Expeditionary Force
  • Mearas Cultivation
  • Enhanced Trade
  • Industry

FOURTH AGE OF THE SUN:
NONE

Also I wasn't to sure about the horse techs (including charioteering and wainriding and mumakil training. We should split them out since they should be a chain of techs. The same holds for the sea techs and for the construction techs.
 
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