Attached a diagram of how the techtree is looking at the moment in 0.9.1. Green = new techs, Yellow = moved techs. Each release of 0.9.x I'm aiming to expand it a little further.
As I have mentioned, the costs need to be lower earlier in the game (at least on a huge map.) I think having the base costs in an arithmetic progression works worse than would a geometric progression. Early techs costing less than in version 0.9, middle techs costing about the same, and late techs costing more.
As it is, unless one is lucky enough to get a very good starting position or have a lot of early international trade, things are very slow.
I don't know wether you know this but if you go into the world builder in the later game it crash. This doesn't happen when your in the ancient and classical eras but when you go into the world builder in the industrial era it crashes. it done it twice. Yes I do get tempted to cheat![]()
I had a look at the new tech and I like how astronomy is earlier. People have been mapping out stars since the year dot.
I do not seem to have the Civ4WorldInfo.xml file in Version 0.9.
I can not open the CIV4HandicapInfo.xml file in Version 0.9.
Ah yeah, I forgot that I didn't include Civ4WorldInfo.xml in 0.9 as I hadn't made any changes to it yet (if a mod doesn't include a certain file the default BTS is used instead). Civ4HandicapInfo.xml is definitely there though but I'm puzzled that you cannot open it as it's just a standard xml file like all the others. What message are you getting when you try?
Btw, I think 0.9.1 is nearly ready to be uploaded, I just need to finish a few minor things on the new techs. It's only a small update but it should hopefully address all the major issues that arose in 0.9:
Version 0.9.1
Civics
Technology
- Redistribution: redesigned with a more appropriate economic focus
Religion
- Redesign of techtree now extends further into the Industrial Era
- Tech costs do not ramp up as quickly in the ancient era
- Tech costs do not scale as steeply with mapsize
- Added Ancient Techs: Copper Working, Hunting, Mining, Astronomy
- Added Classical Techs: Aesthetics, Navigation
- Added Medieval Techs: Cultivation, Evangelism, Hydraulics, Siegecraft
- Added Renaissance Techs: Ballistics, Humanism, Military Conduct
- Added Industrial Tech: Refining
- Several civics, buildings, units, etc have changed tech requirements
Miscellaneous
- Great Prophets now require just one Great Temple (in the Holy City) to build the Shrine
- The ancient era should no longer be so starved for commerce
- Fixed a crash when Poland reaches the Renaissance era
- Fixed an error where it was possible to build two Military Academies
- Should be noticeably less MAFs (at the price of slightly slower loading speed)
Adobe Reader could not open 'CIV4HandicapInfo.xml' because it is either not a supported file type or because the file has been damaged (for example, it was sent as an email attachment and wasn't correctly decoded).
. . .I liked everything except Dogma as a tech 0-o.
I suggest you replace the name with something else.
Dogma just sounds a bit odd.
Monument (obelisk) is available with Ritual and is obsolete with Astronomy.
This is way too short!
I came back to BtS, and downloaded the newest version of HR. A couple issues:
-90% of the times I start a new game, the game crashes. Loading a game works, though.
-Going down the sailing tree from the start is a waste of time unless you have a lot of seafood in your starting city's BFC.
Welcome back. What did you think of Civ5?
That shouldn't be happening. Does it happen on all mapsizes or just the larger ones?
Somewhat intended. This branch will not be useful on all maps, though the Lighthouse and Harbour are still very valuable buildings for coastal cities. However, most later naval units and such require Shipbuilding or Navigation to build so these techs can't be ignored completely.
2: 90x90 Europe.
3: But perhaps you could make them useful for maps with less water?
That map loads fine for me. Which civ(s) are you trying to play on it? Also, could you please post the crash log for me. I assume from your description that it crashes after the generating the map but before your first turn?
Well Fishing lets you work water tiles and Sailing allows trading along rivers and coast. These are still pretty useful even on maps with little water. The advantage is that you don't need to pick these techs up until they are useful to you, maybe once you've expanded to the coast. Water related techs/buildings/units are always going to vary in usefulness depending on the type of map and I didn't want to penalize an inland civ by forcing them to take a number of techs that are of little use to them just to reach ones that are. I've taken a similar (though much smaller scale) approach with Riding: a civ that has no access to horses or elephants isn't forced to research it until they do.