Early Tech orders

srmacpherson

Chieftain
Joined
Jun 15, 2008
Messages
73
What is the resoning behind Crafting leading up to mining?
Crafting allows the fermentation of fruit/veges and the creation of breweries and alehouses etc. I've never understood this correlation.

When you look at it abstractly, yes, crafting is the simpler technology that once known may invariably lead up to mining. But why does it give me access to winery and brewery/tailors? Those seem more advanced to me than mining does.
 
My thoughts would be that crafting is not only the making of ales/wines but also the making of tools.

You need tools to make casks and that's the corrolation right there. While it might seem that it's more advanced it's less of a problem to make a structure with large vats then the knowledge required to make mining shafts, mining cars, etc.
 
Yes, but in game mechanics, mining is essentially just the extraction and use of simple metals and gemstones. And while yes, the crafting of simple tools precedes this and is required to do this... where and why does the winery and brewery come in?

Agriculture, calendar... these techs would seem to be more suitable for the winery/brewery.

What other techs in the tree lead to strange or questionable bonuses?
 
I'd place Wineries with Ancient Chants. :mischief:

And perhaps just remove the Crafting technology.

There is a synergy between Breweries, Mining and Dwarves of course.
 
I'd make writing prerequisite for a whole bunch of techs-its really weird how you can go into midgame without researching it, seams pretty basic.
 
Given how, historically and today, so much of the world is illiterate, I would find writing a very strange requirement.
Well, I figure that having the Writing tech doesn't mean your population is 100% literate, it just signifies that at least a few people in your civ can do it. Widespread literacy isn't necessary for many levels of civilization, but the ability for some people to write is required to get a lot of other technologies off the ground.
 
Mysticism then Agri+Edu (Research bonus with commerce is worth the little sidetrek)
Then KoTE, Phil, WotWicked, Ashen Veil, Infernal Pact.

130 turns to get all these on average. Excellent opening game so long as you're pretty isolated. (Malakim have a tendancy to begin on islands and completely shut off from the world on Erebus mapscript, fine by me.)

***

The most powerful techs are probably: Education(commerce=research), Bronze Working(axemen rush), Writing(libraries + GREAT LIBRARY IS THE BOMB), Horseback Riding (Good if you begin with agriculture, early cavalry rush), Trade (Start "stealing" techs by warring AI and making demands for peace after beating them up). Founding a religion is a great way to start the game too... Kilmorph is a nice little offshoot for people rushing bronzeworking. Religion is a MUST for early happiness though, the easiest way to get it and the easiest one to maintain.
 
I think the tech tree works nicely as it is. I assume the intent is to allow a wider variety of strategies than with vanilla civ. I think it works, too. On the forums, people talk at length about whether the metal track, the religion track, or the magic track are the best ones to follow.
 
After reading the start of the convo i realised how much creaters thought some small details over. This is just amazing ;D Respect yo!
 
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