Idea:
Techs can be researched only if the civ meets conditions for them.
It is that I see a horse first, and then I can learn Horseback riding...
It is that first I have a hill, then I can learn to mine it...
How could I learn Sailing if I don't have a coastal city?
Etc.
(Another condition is to have prerequisite techs, but that is already in the game...)
Naturally, the tech-tree needs to be restructured, techs renamed or added, like for modern ships to be in the ship side-branch,
and there will be also side-branches for those that need resource, but it can be done...
Separate branch for air units, too (they need oil).
The conditions (prereq. techs not listed) as signed as "C". They are a minimum that must be met.
I also list conditions as "SC", Speeding Conditions, that are hard to meet
and speed up learning of the given tech... say, e.g. with 15% bonus...
It could be that both "C" and "SC" are in the game, or only "C" or only "SC"
(I might put up here a poll on this...)
(I set techs that are in main branches of the tree in bold (they need no resource))
I hope SCs are to be in favour for the smaller civs...
ANCIENT ERA:
CLASSICAL ERA:
MEDIEVAL ERA
RENAISSANCE ERA
INDUSTRIAL ERA
MODERN ERA
FUTURE ERA
I attach a tech tree (12th of November: v2) where bold techs are for the main tree.
(Under the techs you can see pre-techs in italics)
I much welcome suggestions, improvements, corrections, opinions...
Thanks to Camikaze for the SC idea
Techs can be researched only if the civ meets conditions for them.
It is that I see a horse first, and then I can learn Horseback riding...
It is that first I have a hill, then I can learn to mine it...
How could I learn Sailing if I don't have a coastal city?
Etc.
(Another condition is to have prerequisite techs, but that is already in the game...)
Naturally, the tech-tree needs to be restructured, techs renamed or added, like for modern ships to be in the ship side-branch,
and there will be also side-branches for those that need resource, but it can be done...
Separate branch for air units, too (they need oil).
The conditions (prereq. techs not listed) as signed as "C". They are a minimum that must be met.
I also list conditions as "SC", Speeding Conditions, that are hard to meet
and speed up learning of the given tech... say, e.g. with 15% bonus...
It could be that both "C" and "SC" are in the game, or only "C" or only "SC"
(I might put up here a poll on this...)
(I set techs that are in main branches of the tree in bold (they need no resource))
I hope SCs are to be in favour for the smaller civs...
ANCIENT ERA:
Spoiler :
T1
Pottery
- C: have a plains, grassland, or flood plain tile
- SC: have a city by river and have flood plain tile
Animal Husbandry
- C: have animal resource that needs pasture
- SC: have 3 different kind of animal resource that needs pasture
Archery
- C: have killed a unit
- SC: have an archer (by ancient ruin upgrade or from city state)
Mining
- C: to have a hill tile
- SC: have luxury mineral resource
T2
Sailing
- C: have a coastal city
- SC: have a coastal city plus a seafood resource
Calendar
- C: have a luxury resource that needs plantation
- SC: have three luxury resource that needs plantation
Writing
- C: have met a civ or a city-state
- SC: have met a civ plus have a peaceful diplo activity with one
Trapping
- C: have an animal luxury resource
- SC: have more than one animal luxury resource
The Wheel
- C: have a 2nd city (if it is possible in the game)
- SC: have 3 cities
Masonry
- C: have a pop 3 city
- SC: have a pop 5 city and another at least size 3
Bronze Working
- C: have a mine improvement, plus have killed a unit
- SC: have one mine improvement for each city, plus have killed a unit, plus have a unit with 3 promotions
Pottery
- C: have a plains, grassland, or flood plain tile
- SC: have a city by river and have flood plain tile
Animal Husbandry
- C: have animal resource that needs pasture
- SC: have 3 different kind of animal resource that needs pasture
Archery
- C: have killed a unit
- SC: have an archer (by ancient ruin upgrade or from city state)
Mining
- C: to have a hill tile
- SC: have luxury mineral resource
T2
Sailing
- C: have a coastal city
- SC: have a coastal city plus a seafood resource
Calendar
- C: have a luxury resource that needs plantation
- SC: have three luxury resource that needs plantation
Writing
- C: have met a civ or a city-state
- SC: have met a civ plus have a peaceful diplo activity with one
Trapping
- C: have an animal luxury resource
- SC: have more than one animal luxury resource
The Wheel
- C: have a 2nd city (if it is possible in the game)
- SC: have 3 cities
Masonry
- C: have a pop 3 city
- SC: have a pop 5 city and another at least size 3
Bronze Working
- C: have a mine improvement, plus have killed a unit
- SC: have one mine improvement for each city, plus have killed a unit, plus have a unit with 3 promotions
CLASSICAL ERA:
Spoiler :
T3
Optics
- C: have a coastal City
- SC: have a coastal City and one combat ship with a promotion
Philosophy
- C: have a library or a monument in every city
- SC: have a library and a monument in all cities
Horseback riding
- C: have a horse resource
- SC: have a horse resource and a barracks
Mathematics
- C: have a library
- SC: have a library and the Optics tech
Construction
- C: have a pop 5 city
- SC: have a pop 7 city and a wonder built
Iron w.
- C: have iron resource
- SC: have iron resource plus a spearman with 3 promotions
Optics
- C: have a coastal City
- SC: have a coastal City and one combat ship with a promotion
Philosophy
- C: have a library or a monument in every city
- SC: have a library and a monument in all cities
Horseback riding
- C: have a horse resource
- SC: have a horse resource and a barracks
Mathematics
- C: have a library
- SC: have a library and the Optics tech
Construction
- C: have a pop 5 city
- SC: have a pop 7 city and a wonder built
Iron w.
- C: have iron resource
- SC: have iron resource plus a spearman with 3 promotions
MEDIEVAL ERA
Spoiler :
T4
Theology
- C: have a temple
- C: have a temple, plus have the Organized religion policy
Civil Service
- C: have 3 or more social ploicies
- SC: have 3 or more social policies in the Tradition or in the Liberty tree
Currency
- C: has made trade with another civ
- SC: has made trade with another civ, plus have the Trade Unions policy
Engineering
- C: have a wall
- SC: have a wall in all cities, plus a wonder built
Metal Casting
- C: have iron resource
- SC: have iron resource, plus an Armory, plus one swordsman with 5 or more promotions
T5
Compass
- C: have a coastal city and a ship alive
- SC: have a coastal city and a ship alive, plus one city not on starting landmass
Education
- C: have 3 libraries or one in all cities
- SC: have 3 libraries or one in all cities, plus have the Great Library wonder
Chivalry
- C: have horse resource and a horseman alive
- CS: have horse resource and a horseman with 5 or more promotions alive,
plus have a stable, plus the Monarchy policy.
Machinery
- C: have a library built and an archer alive
- SC: have a library built and an archer with 5 or more promotions alive, plus have a Forge
Physics
- C: have a catapult alive
- SC: have a catapult alive, plus had once a Great Scientist in the Medieval era or after
Steel
- C: have iron resource and a swordsman alive
- SC: have iron resource, plus an Armory and a Forge in the same city,
plus one swordsman with 5 or more promotions, plus the Monarchy policy
Theology
- C: have a temple
- C: have a temple, plus have the Organized religion policy
Civil Service
- C: have 3 or more social ploicies
- SC: have 3 or more social policies in the Tradition or in the Liberty tree
Currency
- C: has made trade with another civ
- SC: has made trade with another civ, plus have the Trade Unions policy
Engineering
- C: have a wall
- SC: have a wall in all cities, plus a wonder built
Metal Casting
- C: have iron resource
- SC: have iron resource, plus an Armory, plus one swordsman with 5 or more promotions
T5
Compass
- C: have a coastal city and a ship alive
- SC: have a coastal city and a ship alive, plus one city not on starting landmass
Education
- C: have 3 libraries or one in all cities
- SC: have 3 libraries or one in all cities, plus have the Great Library wonder
Chivalry
- C: have horse resource and a horseman alive
- CS: have horse resource and a horseman with 5 or more promotions alive,
plus have a stable, plus the Monarchy policy.
Machinery
- C: have a library built and an archer alive
- SC: have a library built and an archer with 5 or more promotions alive, plus have a Forge
Physics
- C: have a catapult alive
- SC: have a catapult alive, plus had once a Great Scientist in the Medieval era or after
Steel
- C: have iron resource and a swordsman alive
- SC: have iron resource, plus an Armory and a Forge in the same city,
plus one swordsman with 5 or more promotions, plus the Monarchy policy
RENAISSANCE ERA
Spoiler :
T6
Astronomy
- C: have a coastal city and a harbour
- SC: have a coastal city and a harbour, plus have the Great Lighthouse or the Colossus
Acoustics
- C: have a colosseum
- SC: have a colosseum, plus had once a Great Artist in the Renaissance era or after
Banking
- C: have a market and an active trade with another civ
- SC: have a market in all cities, plus had once a Great Merchant in the Renaissance era or after
Printing Press
- C: have a university
- SC: have a university, plus the Civil Society policy.
Gunpowder
- C: had once a Great Scientist or a Great Engineer
- SC: had once a Great Scientist or a Great Engineer, have Education tech, plus have the Professional Army policy
T7
Navigation
- C: have a coastal city and a caravel alive
- SC: have a coastal city and a caravel alive, plus have met a civ on another continent
Economics
- C: have a bank
- SC: have a bank, plus have the Mercantilism policy
Chemistry
- C: have a trebutchet alive
- SC: have a trebutchet alive, plus have Education tech, plus had once a Great Scientist
Metallurgy /New tech will be for Lancer!/
- C: have iron resource and a horse unit alive
- SC: have iron resource and a horse unit alive, plus have a workshop or a forge in all cities
T8
Archaeology
- C: had once a Great Artist
- SC: had once a Great Artist, have discovered 4 or more natural wonders, plus have an ancient or classical age wonder
Scientific Theory
- C: had once a Great Scientist during the Renaissance era or after
- SC: had once a Great Scientist during the Renaissance era or after, plus have the Oxford University wonder
Military Science /New tech will be for Cavalry!/
- C: have a Great General alive
- SC: have a Great General alive, plus have Military Tradition policy, plus Heroic Epic wonder
Fertilizer
- C: have granary in all cities plus have a university
- SC: have granary in all cities plus have a university, plus have Biology tech
Rifling
- C: have a musketman alive
- SC: have a musketman alive, plus have Military Science tech, plus have the Professional Army policy
Astronomy
- C: have a coastal city and a harbour
- SC: have a coastal city and a harbour, plus have the Great Lighthouse or the Colossus
Acoustics
- C: have a colosseum
- SC: have a colosseum, plus had once a Great Artist in the Renaissance era or after
Banking
- C: have a market and an active trade with another civ
- SC: have a market in all cities, plus had once a Great Merchant in the Renaissance era or after
Printing Press
- C: have a university
- SC: have a university, plus the Civil Society policy.
Gunpowder
- C: had once a Great Scientist or a Great Engineer
- SC: had once a Great Scientist or a Great Engineer, have Education tech, plus have the Professional Army policy
T7
Navigation
- C: have a coastal city and a caravel alive
- SC: have a coastal city and a caravel alive, plus have met a civ on another continent
Economics
- C: have a bank
- SC: have a bank, plus have the Mercantilism policy
Chemistry
- C: have a trebutchet alive
- SC: have a trebutchet alive, plus have Education tech, plus had once a Great Scientist
Metallurgy /New tech will be for Lancer!/
- C: have iron resource and a horse unit alive
- SC: have iron resource and a horse unit alive, plus have a workshop or a forge in all cities
T8
Archaeology
- C: had once a Great Artist
- SC: had once a Great Artist, have discovered 4 or more natural wonders, plus have an ancient or classical age wonder
Scientific Theory
- C: had once a Great Scientist during the Renaissance era or after
- SC: had once a Great Scientist during the Renaissance era or after, plus have the Oxford University wonder
Military Science /New tech will be for Cavalry!/
- C: have a Great General alive
- SC: have a Great General alive, plus have Military Tradition policy, plus Heroic Epic wonder
Fertilizer
- C: have granary in all cities plus have a university
- SC: have granary in all cities plus have a university, plus have Biology tech
Rifling
- C: have a musketman alive
- SC: have a musketman alive, plus have Military Science tech, plus have the Professional Army policy
INDUSTRIAL ERA
Spoiler :
T9
Biology
- C: have oil resource OR a jungle tile OR as many forests as cities
- SC: have oil resource OR a jungle tile OR as many forests as cities, plus have Rationalism policy tree adopted
Steam Power New tech will be for Ironclad unit!
- C: have coal resource
- SC: have coal resource, plus have a Great Engineer in the Industrail era or after
Dynamite
- C: had once a Great Engineer or a Great Scientist in the Renaissance era or after
- SC: had once a Great Engineer or a Great Scientist in the Renaissance era or after, plus have a factory
T10
Electricity
- C: have 3 universities or one in every city
- SC: have 3 universities or one in every city, plus had once a a Great Scientist in the Industrial era or after
Replacable Parts New tech will be for Destroyer unit!
- C: have a factory OR 3 workshops or one in every city
- SC: have a factory OR 3 workshops or one in every city, plus the Ironworks wonder
Railroad
- C: have coal resource and a trade route
- SC: have coal resource and a trade route, plus have the Republic policy
T11
Refrigeration to be renamed for ships!
- C: have a coastal city, plus have oil resource
- SC: have a coastal city, plus have oil resource, plus have the Radio or Telegraph tech
Telegraph New tech will be for Battleship unit!
- C: have trade route to all your cities
- SC: have trade route to all your cities, plus have Railroad or Combustion tech
Radio
- C: have a theatre
- SC: have a theatre, plus have the Telegraph tech, plus a city sized 15 or more
Flight New tech will be for Carrier!
- C: had a Great Engineer in the Industrial Era or after
- SC: had once a Great Engineer in the Industrial Era or after, plus have Combustion and Radio techs
Combustion
- C: have oil resource
- SC: have oil resource, plus the Ironworks wonder
Biology
- C: have oil resource OR a jungle tile OR as many forests as cities
- SC: have oil resource OR a jungle tile OR as many forests as cities, plus have Rationalism policy tree adopted
Steam Power New tech will be for Ironclad unit!
- C: have coal resource
- SC: have coal resource, plus have a Great Engineer in the Industrail era or after
Dynamite
- C: had once a Great Engineer or a Great Scientist in the Renaissance era or after
- SC: had once a Great Engineer or a Great Scientist in the Renaissance era or after, plus have a factory
T10
Electricity
- C: have 3 universities or one in every city
- SC: have 3 universities or one in every city, plus had once a a Great Scientist in the Industrial era or after
Replacable Parts New tech will be for Destroyer unit!
- C: have a factory OR 3 workshops or one in every city
- SC: have a factory OR 3 workshops or one in every city, plus the Ironworks wonder
Railroad
- C: have coal resource and a trade route
- SC: have coal resource and a trade route, plus have the Republic policy
T11
Refrigeration to be renamed for ships!
- C: have a coastal city, plus have oil resource
- SC: have a coastal city, plus have oil resource, plus have the Radio or Telegraph tech
Telegraph New tech will be for Battleship unit!
- C: have trade route to all your cities
- SC: have trade route to all your cities, plus have Railroad or Combustion tech
Radio
- C: have a theatre
- SC: have a theatre, plus have the Telegraph tech, plus a city sized 15 or more
Flight New tech will be for Carrier!
- C: had a Great Engineer in the Industrial Era or after
- SC: had once a Great Engineer in the Industrial Era or after, plus have Combustion and Radio techs
Combustion
- C: have oil resource
- SC: have oil resource, plus the Ironworks wonder
MODERN ERA
Spoiler :
T12
Plastics
- C: have aluminium resource
- SC: have aluminium resource, plus have a pop size 15 city at river
Penicillin
- C: have 3 hospitals or one in every city
- SC: have 3 hospitals or one in every city, plus have the Electronics tech, plus have average city size 10
Electronics
- C: have a factory OR have workshops in every city
- SC: have a factory OR have workshops in every city, plus had once a Great Engineer in Industrial era or after
Mass Media
- C: have a broadcast tower
- SC: have a broadcast tower, plus have Free Speech policy
Radar Only air unit here with the tech!
- C: have an air unit
- SC: have an air unit with 2 promotions, plus have the Electronics tech, plus have a military base built
Atomic Theory
- C: had a Great Scientist in the Industrial Era or after
- SC: had a Great Scientist in the Industrial Era or after, plus have Oxford University wonder
T13
Ecology
- C: have a forest or jungle tile, plus have a medical lab
- SC: have a forest or jungle tile, plus have a medical lab, plus have average city size 10
Computers New tech will be for Nuclear Submarine!
- C: have a medical lab, plus have a mechanized infantry unit
- SC: have a medical lab, plus have a mechanized infantry unit, plus had once a Great Engineer in Modern era or after
Rocketry New tech will be for Helicopter!
- C: have a mobile SAM unit
- SC: have a mobile SAM unit, plus have the Computers and Radar techs
Lasers New tech will be for Modern Armor!
- C: have aluminium resource, plus have an air unit alive
- SC: have aluminium resource, plus have a bomber unit alive, plus have the Computers tech, plus have a guided missile
Nuclear Fission
- C: have uranium resource
- SC: have uranium resource, have a research lab, plus had once a Great Scientist in Modern era or after
T14
Globalization
- C: have had trade with all civs alive
- SC: have had trade with all civs alive, plus have the Satellites and Computers techs
Robotics
- C: have Apollo Program done
- SC: have Apollo Program done, plus have a factory in all cities
Satellites
- C: have Apollo Program done
- SC: have Apollo Program done, plus have the Advenced Ballistics tech
Stealth
- C: have aluminium resource, plus have a bomber alive
- SC: have aluminium resource, plus have a bomber alive, plus have the Satellites tech
Advanced Ballistics
- C: had an atom bomb unit built
- SC: had an atom bomb unit built and used, plus have the Satellites tech
Plastics
- C: have aluminium resource
- SC: have aluminium resource, plus have a pop size 15 city at river
Penicillin
- C: have 3 hospitals or one in every city
- SC: have 3 hospitals or one in every city, plus have the Electronics tech, plus have average city size 10
Electronics
- C: have a factory OR have workshops in every city
- SC: have a factory OR have workshops in every city, plus had once a Great Engineer in Industrial era or after
Mass Media
- C: have a broadcast tower
- SC: have a broadcast tower, plus have Free Speech policy
Radar Only air unit here with the tech!
- C: have an air unit
- SC: have an air unit with 2 promotions, plus have the Electronics tech, plus have a military base built
Atomic Theory
- C: had a Great Scientist in the Industrial Era or after
- SC: had a Great Scientist in the Industrial Era or after, plus have Oxford University wonder
T13
Ecology
- C: have a forest or jungle tile, plus have a medical lab
- SC: have a forest or jungle tile, plus have a medical lab, plus have average city size 10
Computers New tech will be for Nuclear Submarine!
- C: have a medical lab, plus have a mechanized infantry unit
- SC: have a medical lab, plus have a mechanized infantry unit, plus had once a Great Engineer in Modern era or after
Rocketry New tech will be for Helicopter!
- C: have a mobile SAM unit
- SC: have a mobile SAM unit, plus have the Computers and Radar techs
Lasers New tech will be for Modern Armor!
- C: have aluminium resource, plus have an air unit alive
- SC: have aluminium resource, plus have a bomber unit alive, plus have the Computers tech, plus have a guided missile
Nuclear Fission
- C: have uranium resource
- SC: have uranium resource, have a research lab, plus had once a Great Scientist in Modern era or after
T14
Globalization
- C: have had trade with all civs alive
- SC: have had trade with all civs alive, plus have the Satellites and Computers techs
Robotics
- C: have Apollo Program done
- SC: have Apollo Program done, plus have a factory in all cities
Satellites
- C: have Apollo Program done
- SC: have Apollo Program done, plus have the Advenced Ballistics tech
Stealth
- C: have aluminium resource, plus have a bomber alive
- SC: have aluminium resource, plus have a bomber alive, plus have the Satellites tech
Advanced Ballistics
- C: had an atom bomb unit built
- SC: had an atom bomb unit built and used, plus have the Satellites tech
FUTURE ERA
Spoiler :
T15
Particle Physics
- C: have Apollo Program done
- SC: have Apollo Program done, plus had once a Great Engineer in the modern era or after
Nuclear Fusion
- C: have uranium resource, plus have a nuclear plant built
- SC: have uranium resource, plus have a nuclear plant built, plus have the Pentagon wonder
T16
Nanotechnology
- C: have Apollo Program done
- SC: have Apollo Program done, plus have built all Spaceship parts but Stasis Cahmber
T17
Future Tech
- C: have a Research lab in every city
- SC: have a Research lab in every city, plus have the Sovereignty policy
Particle Physics
- C: have Apollo Program done
- SC: have Apollo Program done, plus had once a Great Engineer in the modern era or after
Nuclear Fusion
- C: have uranium resource, plus have a nuclear plant built
- SC: have uranium resource, plus have a nuclear plant built, plus have the Pentagon wonder
T16
Nanotechnology
- C: have Apollo Program done
- SC: have Apollo Program done, plus have built all Spaceship parts but Stasis Cahmber
T17
Future Tech
- C: have a Research lab in every city
- SC: have a Research lab in every city, plus have the Sovereignty policy
I attach a tech tree (12th of November: v2) where bold techs are for the main tree.
(Under the techs you can see pre-techs in italics)
I much welcome suggestions, improvements, corrections, opinions...
Thanks to Camikaze for the SC idea