The Abattoir is a new Industrial building that borrows its effects from the Smokehouse (which has been removed) and the Supermarket (which has been redesigned slightly). The Abattoir stores 25% food after growth, allows 1 doctor, and grants +1 health from Cattle/Pig/Sheep/Deer. I've been striving to distribute growth bonuses more appropriately, and this is part of that. Abattoirs were a really important innovation; previously animals were just slaughtered in the streets, leading to all sorts of health issues.
Not sure if I should be happy about this, I've finally come to terms with the arrangement in my version of your tree, but now there are so many good ideas again that I'm starting to reconsider some of my choices
Your adaptions and feedback from DoC players in that thread certainly helped guide the changes I've made, so technically it's all your fault! Hehe.
- what's the difference between Geography and Cartography?
Cartography is mapping where places are, Geography is studying the physical nature of the earth's surface and atmosphere – what makes places the way they are. Weather, tides, trade winds, the water cycle, distribution of soil and vegetation, advances in surveying and navigation, etc. It's basically an expanded version of the previous Meteorology tech, but without the undesirable forecasting connotation.
Looks like you sacrificed Meteorology to get Geography in there, but in the light of your Astronomy conundrum you could also put Astronomy in its place (this was my choice) without really changing any effects.
That's what I tried. Astronomy makes sense as a prerequisite for Physics, but not Hydraulics or Sociology. Geography leads readily to all three and this makes the whole era so much less convoluted.
I'm also not convinced that a dedicated Astronomy tech is needed in the Renaissance era. A case could just as readily be made for having it in the Medieval era, due to the significant astronomical discoveries in the Islamic world at that time. The telescope made the discoveries of Galileo and Kepler possible, and that is represented by Optics. It leads to Scientific Method, and then Physics, which covers the development of the field really well already, in my opinion.
- distance between Trebuchet and Bombard is also something I ran into. This led me to introduce a Fortification tech (basically the same as yours) and move Trebuchets there. Is a separate Siegecraft tech really needed with Fortification?
In theory no, but in practice the progression works so well: (Steel Working + Architecture) -> Fortification (+ Machinery) -> Siegecraft (+ Education) -> Gunpowder. Matches history for the most part too. I'll figure something out.
- as for Renaissance and Industrial wonders, some people in the DoC community have compiled a wonder suggestions masterpost you are of course invited to leaf through for ideas for wonders and effects (same for stuff that is already in DoC). But I'm also curious what you will come up with because I'd like to fill these periods as well.
I saw that thread, have bookmarked it for when the time comes.