HR Tech Tree Plausibility

Okay, I'm not going to reply to posts/comments individually because that would just drown the whole thread in a huge quote wall (mixed metaphors!). Instead I will just talk about the techs themselves and hopefully address everything that's been said, I think you'll know when your post is referenced.

Record Keeping/Mathematics
I like the suggestion of renaming the former to Numbers. In light of suggestions to rename the latter Geometry I would also like Arithmetics/Geometry, but Geometry does not work as Currency prereq imo so it better stays as generic Mathematics.

Currency
I'm in line with the people who pointed out that the tech is more about state control of currency, taxation and minting etc. so it's not just about having metal coins. The position is therefore appropriate.

Botany/Medicine
I like the idea of Botany as a tech, but it's hard to see what it would enable and it's hard to integrate into the tech tree in terms of prereqs and children. Also the tech as it is in the tree right now will probably enable a health building (Baths) so the name fits. I see no problem with referencing classical medicine with this name.

Warrior Code for Chivalry
Certainly preferable.

Horticulture
I agree it feels weird as a late medieval tech. I don't think it is even needed, the effect can be merged into Crop Rotation.

Ceremonial Burial/Ritual/Divination
Yeah, Ceremonial Burial and Ritual can be merged. It's true that Divination is a weird name for a tech. More discussion below.

Oratory
While the scope of this tech may be culturally narrow, I like the idea to link cultural and political innovation in it (i.e. Drama/Theaters and political rhetorics, I actually would use it for the City States civic) and it links neatly into the tech tree, so I'm for stay.

Leather Working
I'll just cut Hunting and merge the Camp improvement into this one. Requiring Pastoralism is plausible, but I don't feel there's space in the third column for it. And apparently it only reasonably leads to Riding, a fourth column tech. Not sure here. Similar problem with Riding/The Wheel: there's just no space in the third column to have them both there, and roads should be enabled at that point, also The Wheel is prereq for a couple of fourth column techs (for some reason? I'm not getting the rationale there).

Sailing/Seafaring/Shipbuilding
I think it works, the granularity is alright and it marks the progression of literally having sails (inland sailing), actually going out to sea, and more sophisticated ships. I also wouldn't know how to interleave anything else in this row. I'm open to suggestions for more specific names, but if the names are too specific it's weird too.

Pottery -> Copper Working instead of Leather Working -> Copper Working
Yes. The problem is that we already have Pottery && Mining -> Masonry, so even when rearranging positions the arrows would "cross" (the same combination leads to the two techs). Can be worked around but it's awkward. The smelting argument is compelling.

Plumbing
I like it as Aqueduct requirement. Cutting Plumbing -> Engineering is sensible though, and it's a good idea to have medieval eurocivs start without it.

Employment
I don't want to repeat myself but with what it enables and what the prereqs and children are renaming it Contract makes perfect sense.

Rename Politics to Statecraft
Good tech name in any case! Maybe I like it even more for later in the game, for the early Renaissance when the early modern concept of statehood develops. Judiciary has also been proposed for a tech in the vicinity (to take the Charity position), which I like also becomes Theology && Judiciary -> Dogma makes a lot of sense. Not sure if both Politics/Statecraft and Judiciary are required in this position.

Merge Crop Rotation and Horticulture
Yeah, that's better.

Machinery -> Crop Rotation
Open to the argument that this connection should be removed (I think the implication is Heavy Plough and such), what would the other prereq be then? Civil Service?

Logistics
Agreed that it's an important part of military strategy, but I'm not sure what it evokes in particular and why it is where it is. There could be a tech like this but it feels like there doesn't need to be.

Earlier Gunpowder
Yeah, I'd like Gunpowder in the current Logistics position and then Gunpowder -> Firearms -> Combined Arms.

Optics and Cartography
I disagree. I addressed Cartography before. Optics for me is telescopes (and by implication microscopes), which is later chronologically. For me Cartography is like Portuguese exploration of Africa era and Optics is trans-Atlantic voyages.

Theology/Dogma
Dogma is the Papacy and religious doctrine. Theology is more the philosophical aspect of religious science. As said above, Theology + Judiciary = Dogma illustrates it pretty well.

Patronage prereqs
I agree Land Tenure makes no sense, and Guilds/Civil Service/Theology makes more sense.

Meteorology
I like that it exists as an "advanced Seafaring" tech in the Renaissance (contrary to HR I would have put Frigates there, and the Trafalgar Square wonder), and interpreted as knowledge about oceanic winds and currents and such, but I admit that's a bit weak. So going with some comments here I'd rather move Astronomy to this position with the same effects (it fits into the position without problems).

I think Calendar adequately represents early Astronomy, so we don't need two techs of that theme. Calendar would take the current Astronomy position. Ritual can be renamed Worship, and the current place of Calendar can be occupied by a tech I'll call Ceremony for now (or maybe Festivals). It refers to recurring religious/agricultural events/festivals that played an important role in many ancient cultures (Worship/Agriculture prereqs are obvious). Oratory child plays into what has already been mentioned (Drama and performances evolving from seasonal events), Calendar obviously is about determining the dates for such events. Also, an additional religious themed tech (especially a branch in the religious sequence) seems useful for religion founding.

Merging Jurisprudence into Civil Liberties
Makes complete sense, especially if another legal themed tech is added earlier in the tree.

Refrigeration before Electricity
Well still historically that's been the case, but for the sake of space in the lower Industrial tree it's probably better to move it back.

Classical/Modern Physics
Sounds uninspired as names. Not sure what's better though.

Intertwining of medical and social techs
I think the reason for this is what I mentioned previously, and agree that it needs to be untied somehow. Can't really speak to how right now though. But I agree about the Labour Unions prereqs.

Combustion
I think the name is okay, it's kind of obvious that internal combustion is meant.

Explosives
That tech (especially its prereqs) confuses me as well. I like the tech itself (Bombers also require it even though it's not evident from the picture), but its position doesn't seem quite right.

Mass Media/Tourism/Globalisation
I like all of them. Tourism is an interesting way to group a couple of things that never seemed to belong anywhere, same with Globalisation (e.g. the Multilateralism civic). I agree that the last one is more a general development and not a tech, so a better name might be needed, but the concept is good.

Scifi/future techs
In general I think nothing here is far fetched and it's all solid futurism, so it's fine by me. As long as they all do something useful (which is enabling the space ship which in itself is beyond realism) it's fine by me.

And now I'm out of time already, didn't get very far through the thread apparently. Will pick this up again later on. Behind the scenes I'm already revising the tree taking the comments from this thread into account, will share later when things are coming together.
 
But two things I have been thinking about:

A lot of stuff that seems disconnected about the medieval era could be improved by moving Alchemy there I think. It's appropriate for the era both in the European, Arabian and Chinese cultural spheres, and can work as prereq for stuff like Paper, Education, Gunpowder or Guilds. In general a lot of stuff seems like it should be moved around in the Middle Ages.

Actual names for metalworking techs beyond "X Working"? Smelting -> Alloys -> Bloomery -> Metal Casting -> Steel?
 
I'd say make Modern Physics into Quantum Mechanics, but having it come after Fission and Nuclear Power would make that very strange and counterintuitive. What is it supposed to represent, anyway?

Classical Physics could be Classical Mechanics, if that sounds better. It refers more precisely to Newtonian Mechanics anyway.
 
I'd say make Modern Physics into Quantum Mechanics, but having it come after Fission and Nuclear Power would make that very strange and counterintuitive. What is it supposed to represent, anyway?
That's exactly my question. I don't think it needs to be its own tech because modern physics is implicit in several other techs (Nuclear Power, Computers, Satellites ...). Probably better to revise that once it's clearer what it enables.
 
Explosives
That tech (especially its prereqs) confuses me as well. I like the tech itself (Bombers also require it even though it's not evident from the picture), but its position doesn't seem quite right.
So this tech is Bombers, Tanks, Battleships, and Oil rigs? Essentially we'd call it modern warfare. Supremacy? Mobilized Combat? Yeah, this one is tough. What do we call all post WWI military enagements? ehrm, modern warfare?

Mass Media/Tourism/Globalisation
I like all of them. Tourism is an interesting way to group a couple of things that never seemed to belong anywhere, same with Globalisation (e.g. the Multilateralism civic). I agree that the last one is more a general development and not a tech, so a better name might be needed, but the concept is good.
Why not call it Multilaterlism? Or F-it, let's just keep the name, if you ever introduce some sort of natural spread of techs or cultural techs, then maybe the first player to unlock Globilisation will recive a bonus and begin spreading something world wide. Personally, I like what Merijn posted earlier:

Realism Invictus has a tech transfer system. See the explanation from the player manual.

Spoiler :
Tech Transfer is a feature of Realism: Invictus mod that is intended to replace an unrealistic aspect of vanilla game that has civilizations diplomatically trading technologies – something that wasn’t there till at least mid-XX century. Historically, technological developments spread passively, and all that the kings and governments could do was encouraging or preventing that process by means of general diplomacy.
Therefore, in our new system, when a civ is researching a technology that another civ with open borders to this one already knows, it gets an additional significant discount towards the cost of that technology: 50% for first such civ and additional 25% for every next civ.

Open borders treaties, thus, become a very important decision with a lot of possible implications to consider. Since tech transfer process works both ways, if you have a tech lead, you will be aiding tech advancement of other civs that have open borders with you – so you will have to choose the civs you want to sign open borders with carefully, and also keeping in mind other important aspects of having open borders with another civ: free passage of troops, trade routes and spread of religions. Additionally, if your relations with another civ are high, you will get bonus culture from having open borders, as your peoples exchange their cultural trends with each other.
Maybe Globilisation makes a similar process now be through Corporations or Trade routes?

Actually if we want to name it Globilisation, why not have the first player who discovers it recive an event where they choose a great person? Maybe additional options are open depending or the civics?

Scifi/future techs
In general I think nothing here is far fetched and it's all solid futurism, so it's fine by me. As long as they all do something useful (which is enabling the space ship which in itself is beyond realism) it's fine by me.
Can I ask... I'd love it if we created a science victory, That we shifted the space victory into a production victory, and then created a science victory that is built around producing enough science to trigger the singularity.
 
Actual names for metalworking techs beyond "X Working"? Smelting -> Alloys -> Bloomery -> Metal Casting -> Steel?
I feel that keeping the name of the metal helps give an idea of the period you are in, to some extent.
Copper Smelting > Bronze Alloys > Iron Bloomery > Metal Casting > Steel Purification?
 
So this tech is Bombers, Tanks, Battleships, and Oil rigs? Essentially we'd call it modern warfare. Supremacy? Mobilized Combat? Yeah, this one is tough. What do we call all post WWI military enagements? ehrm, modern warfare?

Mobility/Maneuver Doctrine? If so, oil rigs could be moved to Electronics.
 
Oratory
While the scope of this tech may be culturally narrow, I like the idea to link cultural and political innovation in it (i.e. Drama/Theaters and political rhetorics, I actually would use it for the City States civic) and it links neatly into the tech tree, so I'm for stay.
In that case, what about making it a dead end tech so that not every civ has to go through this path? That's similar to how it works with the current tree as well; I usually put off getting theaters for a long time in the game.

Also I think it fits better in the early/middle classical era rather than ancient. Contrary to citis, I would argue that Greek drama was a gradual evolution that culminated in Sophocles and Euripides, which is when they would have finished researching the tech. Oratory was similar, reaching its height in the time of, say, Demosthenes.

Either way, I think the prereqs it has currently don't make much sense.

Rename Politics to Statecraft
Good tech name in any case! Maybe I like it even more for later in the game, for the early Renaissance when the early modern concept of statehood develops. Judiciary has also been proposed for a tech in the vicinity (to take the Charity position), which I like also becomes Theology && Judiciary -> Dogma makes a lot of sense. Not sure if both Politics/Statecraft and Judiciary are required in this position.

Moving it to the Renaissance is plausible, but I also like its current position as I think it represents the formation of administrative systems that let you keep a large or non-homogeneous empire together. For example Egypt was perpetually having to reconquer Palestine, and Assyria bled itself dry with constant warfare. But Persia was able to hold onto much more territory, despite not having a large core population, with the satrapy system and a secret police reporting directly to the king.

Merge Crop Rotation and Horticulture
Yeah, that's better.

Machinery -> Crop Rotation
Open to the argument that this connection should be removed (I think the implication is Heavy Plough and such), what would the other prereq be then? Civil Service?

To clarify, my suggestion was to rename the current Crop Rotation to Heavy Plough, since that explains the Machinery requirement and feels like a more concrete name for a tech.

Patronage prereqs
I agree Land Tenure makes no sense, and Guilds/Civil Service/Theology makes more sense.

Just checking, are we looking at OR or AND gates for most of the tech tree now? To me this is a good example of where to use OR, with Patronage in China coming from Civil Service, and in Renaissance Italy from Theology or Guilds.

I'd say make Modern Physics into Quantum Mechanics, but having it come after Fission and Nuclear Power would make that very strange and counterintuitive. What is it supposed to represent, anyway?

Classical Physics could be Classical Mechanics, if that sounds better. It refers more precisely to Newtonian Mechanics anyway.

I was envisioning a tech that requires at least Electricity and enables Fission and Electronics, which is where Radio is currently. (why would Radio lead to Fission, anyway?) It could unlock the Lab building that is currently on Electricity, and also reveal Uranium, which is another thing that Radio shouldn't be doing (radio does not equal radioactivity).

Classical Mechanics is a good name for the earlier tech. Modern Physics is not such a bad name though; it's the name of a university physics course, and it also has a Wikipedia page that says "Physics that incorporates elements of either QM or ER (or both) is said to be modern physics."
 
I feel that keeping the name of the metal helps give an idea of the period you are in, to some extent.
Copper Smelting > Bronze Alloys > Iron Bloomery > Metal Casting > Steel Purification?
Especially considering that metals are used to indicate current age before discovery of Calendar.
 
That's exactly my question. I don't think it needs to be its own tech because modern physics is implicit in several other techs (Nuclear Power, Computers, Satellites ...). Probably better to revise that once it's clearer what it enables.

Relativity is fission and Quantum physics is Semiconductors.

Record Keeping/Mathematics
I like the suggestion of renaming the former to Numbers. In light of suggestions to rename the latter Geometry I would also like Arithmetics/Geometry, but Geometry does not work as Currency prereq imo so it better stays as generic Mathematics.

Currency
I'm in line with the people who pointed out that the tech is more about state control of currency, taxation and minting etc. so it's not just about having metal coins. The position is therefore appropriate.

Yes, that's right currency can't have geometry as prereq so it should be moved earlier. Even if you keep the generic name "Mathematics" move currency ealrier.

I know I have repreated myself a lot of times, but it is so irrational to me that I see the same misconception from vanilla edition to HR tech tree. Sorry for bold but:
A civ should be able to know currency without geometry.

Currency encapsulates the development of arithmetics (addition, subtraction) not the other way around.
India developed the idea of zero and negative numbers from trade transactions, or in other words currency.

When I play any ancient society it's very strange that I know geometry and not currency, while historically the opposite happened from ancient Rome, Greece to India and China.

Moreover, coins were in circulation way before classical era. In fact currency should be in late ancient era, but for sure not in the middle of classical era.

Plumbing
I like it as Aqueduct requirement. Cutting Plumbing -> Engineering is sensible though, and it's a good idea to have medieval eurocivs start without it.
Pump:
-Rename Plumbing to hydraulics.
Reason: 1) It's the same thing in different language (Latin and greek). 2) It represents all the pneumatic and water systems of alexandrian era like archimedes buoyancy and water clock, justifying its connection to engineering.
-Rename hydraulics to hydrodynamics.

Logistics
Agreed that it's an important part of military strategy, but I'm not sure what it evokes in particular and why it is where it is. There could be a tech like this but it feels like there doesn't need to be.

Logistics enables Standing Armies civic.

TBH I care more about the effect, "-35% units maintainance". You can split the effect "-10% unit maintainance by discovering Logistics, -25% by adopting Standing Armies".

Intertwining of medical and social techs
I think the reason for this is what I mentioned previously, and agree that it needs to be untied somehow. Can't really speak to how right now though. But I agree about the Labour Unions prereqs.

I gave it a try:
 
After extensive brainstorming I think I realised what's going on.

Making things simple:
-Radio (which should be named electronics) represents physics of this era:
Except development on electronics it represents also Cathod Ray Tube and discovery of Radiactivity.
-Explosives represent chemistry of this era.
Except TNT it represents advanced plastics, discovery of isotopes and observation of mass deficit.

That's the only reasoning I can think of that justifies previous techs, next techs and what they enable.

EDIT: Rename it to Materials, it's the best I can think of.
 
Actual names for metalworking techs beyond "X Working"? Smelting -> Alloys -> Bloomery -> Metal Casting -> Steel?

At present, it's Hunting -> Leather Wk -> Copper Wk -> (Construction and) Bronze Wk -> Iron Wk -> Engineering and Alchemy -> Steel Wk -> Chivalry and Machinery. One non-aesthetic concern is that steel was actually popularised a lot later than is being presented in this tech tree, i.e. where steel is in the normal tech tree.

How about Hunting [now including Leather Wk] -> Metal Tools -> (Construction and) Bronze Wk -> Iron Wk -> Engineering and Tactics (a tech to reflect purely military developments a la Scipio/Hannibal and pals, replacing Alchemy, which gets freed up for Medieval use) -> Fortification -> Chivalry and Machinery.
 
Why not call it Multilaterlism?
Sure, but I think there is still a better tech to reflect post WW2 diplomatic thought.

Can I ask... I'd love it if we created a science victory, That we shifted the space victory into a production victory, and then created a science victory that is built around producing enough science to trigger the singularity.
But the spaceship victory basically is the science victory with some production thrown in.

I feel that keeping the name of the metal helps give an idea of the period you are in, to some extent.
Copper Smelting > Bronze Alloys > Iron Bloomery > Metal Casting > Steel Purification?
Especially considering that metals are used to indicate current age before discovery of Calendar.
That sounds clunky, I'd prefer the current names over that. And I was going to say that you already get informed about the period by the era name before Calendar is discovered.

In that case, what about making it a dead end tech so that not every civ has to go through this path? That's similar to how it works with the current tree as well; I usually put off getting theaters for a long time in the game.
I like it for its children more than for its prereqs.

Moving it to the Renaissance is plausible, but I also like its current position as I think it represents the formation of administrative systems that let you keep a large or non-homogeneous empire together. For example Egypt was perpetually having to reconquer Palestine, and Assyria bled itself dry with constant warfare. But Persia was able to hold onto much more territory, despite not having a large core population, with the satrapy system and a secret police reporting directly to the king.
Okay, although we are talking late antiquity here. Actually, by then I'd say we had Civil Service in both Rome and China at that time already, so maybe that tech should just move one column back to take this place?

Just checking, are we looking at OR or AND gates for most of the tech tree now? To me this is a good example of where to use OR, with Patronage in China coming from Civil Service, and in Renaissance Italy from Theology or Guilds.
Can be either, I'm not committed to keeping the tree "pure" in that regard. So let's just come up with plausible prereqs for the purpose of this thread and worry about OR or AND later.

I was envisioning a tech that requires at least Electricity and enables Fission and Electronics, which is where Radio is currently. (why would Radio lead to Fission, anyway?) It could unlock the Lab building that is currently on Electricity, and also reveal Uranium, which is another thing that Radio shouldn't be doing (radio does not equal radioactivity).
Radio is just a shorthand for EM radiation in general here I think (as well as the application), which I think makes sense.

Classical Mechanics is a good name for the earlier tech. Modern Physics is not such a bad name though; it's the name of a university physics course, and it also has a Wikipedia page that says "Physics that incorporates elements of either QM or ER (or both) is said to be modern physics."
I agree that it makes sense and those are the proper names. It's just a bad tech name because you have X and "Modern X" (or "Advanced X"). It just comes off as unimaginative.

Yes, that's right currency can't have geometry as prereq so it should be moved earlier. Even if you keep the generic name "Mathematics" move currency ealrier.

I know I have repreated myself a lot of times, but it is so irrational to me that I see the same misconception from vanilla edition to HR tech tree. Sorry for bold but:
A civ should be able to know currency without geometry.

Currency encapsulates the development of arithmetics (addition, subtraction) not the other way around.
India developed the idea of zero and negative numbers from trade transactions, or in other words currency.

When I play any ancient society it's very strange that I know geometry and not currency, while historically the opposite happened from ancient Rome, Greece to India and China.

Moreover, coins were in circulation way before classical era. In fact currency should be in late ancient era, but for sure not in the middle of classical era.
That's why I said Mathematics should not be Geometry and Currency is not just having coins. Do you read my posts?

Hydraulics is generally about using water to exert some sort of force, not moving water around.

Logistics enables Standing Armies civic.

TBH I care more about the effect, "-35% units maintainance". You can split the effect "-10% unit maintainance by discovering Logistics, -25% by adopting Standing Armies".
Then you're in the wrong thread. We don't care about effects here (besides, techs have never reduced unit upkeep, and neither did civics, although that is somewhat more plausible). This is about figuring out what techs mean and why they are where they are and what their relation to surrounding techs is. I still don't know these things about Logistics.

I gave it a try:
I know, haven't gotten that far through the thread yet (and won't today, it's already time for sleep again ...).

After extensive brainstorming I think I realised what's going on.

Making things simple:
-Radio (which should be named electronics) represents physics of this era:
Except development on electronics it represents also Cathod Ray Tube and discovery of Radiactivity.
-Explosives represent chemistry of this era.
Except TNT it represents advanced plastics, discovery of isotopes and observation of mass deficit.

That's the only reasoning I can think of that justifies previous techs, next techs and what they enable.
That's very broad, especially having everything from simple radios to electronics (which to me includes transistors) in one tech.

Also I suspect the connection between Explosives and Fission is stuff blowing up.

At present, it's Hunting -> Leather Wk -> Copper Wk -> (Construction and) Bronze Wk -> Iron Wk -> Engineering and Alchemy -> Steel Wk -> Chivalry and Machinery. One non-aesthetic concern is that steel was actually popularised a lot later than is being presented in this tech tree, i.e. where steel is in the normal tech tree.
Depends on your definition of Steel. It's obviously not the Bessemer process, which is probably in Metallurgy in this one. But it's not inaccurate to refer to medieval weaponry as steel weapons, addition of carbon to iron to make it harder dates back a long time.

How about Hunting [now including Leather Wk] -> Metal Tools -> (Construction and) Bronze Wk -> Iron Wk -> Engineering and Tactics (a tech to reflect purely military developments a la Scipio/Hannibal and pals, replacing Alchemy, which gets freed up for Medieval use) -> Fortification -> Chivalry and Machinery.
I like Tactics as a tech, especially because Nobility might lose its connection to Horse Archers with some reshuffling.
 
Status report: I have a copy of the tech tree in Google Docs that I'm playing around with. Shuffling stuff around in the Middle Ages is complicated but fun. It's really hard to get right without screwing anything else up and leaving the connections to the Renaissance mostly intact. Will share later once I'm a bit further, but this is the gist:
- removed Logistics, Horticulture, Constitution for now (might reappear elsewhere later)
- did not change anything in the Classical era yet
- Civil Service is best in its old position after all
- second lowest row is now Politics (tentatively renamed Statecraft) -> Judiciary -> Patronage -> Education
- Guilds takes the place of Patronage
- Alchemy takes the place of Guilds

Open questions:
- Siege Craft + Guilds -> Gunpowder is tempting but then Crop Rotation cannot directly link to anything. Alternative is putting Gunpowder in the position of Logistics and having it require Siegecraft + Alchemy via indirect link.
- why does Finance require Siegecraft? It now requires Guilds via its new position, maybe the second prereq should be Patronage instead like before?
- Guilds replaces Patronage as Cartography requirement but I think it's fine. Charter still ultimately requires Patronage if we do the above point
- Alchemy is great as a prereq tech (leads to Guilds, Compass and Paper directly, Gunpowder indirectly), its prereqs are harder to implement. Artisanry is obvious, thematically fitting are also Philosophy or Medicine, but they are not in the correct row or column to make it work, although I haven't played around with the classical era enough so it might be possible.
- there is a gap in the metalworking row that I don't know how to fill
- is there a better word than Dogma? I feel we need something that describes medieval like organized religion but I can't come up with anything.
- Judiciary feels weird now and is probably redundant here
- there's an open slot now whose natural prereqs are Guilds + Crop Rotation. I feel like something about late medieval urbanisation belongs here but a good name escapes me.
 
Another thought: I like Chronometry as a late Renaissance tech. Accurate clockmaking was a huge challenge in that time, and had implications for navigation, so it could integrate into naval technology, while on the engineering side it ties in with Replaceable Parts and socially plays into the industrialization process.
 
- is there a better word than Dogma? I feel we need something that describes medieval like organized religion but I can't come up with anything.

Canonization? Canonized Texts? Mysticism? Esotericism?

- there's an open slot now whose natural prereqs are Guilds + Crop Rotation. I feel like something about late medieval urbanisation belongs here but a good name escapes me.

The middle class ! The bourgeoisie !

Personally, I'd say Banking would go right there, but we already have finance. This tech though does represent the breaking down of feudalism. I'd flat out call it Urbanization, but this seems like a term most people apply to the Industrial era. Though Freemanship may be a more eurocentric term, it does represent want we seem to be talking about.
 
- is there a better word than Dogma? I feel we need something that describes medieval like organized religion but I can't come up with anything.

Does Doctrine work a little better than Dogma? Fits better with some Eastern religions in terms of having consistent and rigorous beliefs vs. forcing everyone else to comply (though I think some on here severely underestimate the amount of religious strife and the stridency of religious dogmatics in east and south Asian history in the pre-modern era, particularly in the early medieval era in east Asia, when Buddhism was first being introduced to the region).
 
That's very broad, especially having everything from simple radios to electronics (which to me includes transistors) in one tech.

Also I suspect the connection between Explosives and Fission is stuff blowing up.

Electronics includes the discovery of capacitor which enables electronic oscilators and devices like radio. The discovery of transistors is represented in the next tech, semiconductors which leads to computers.

As already said Explosives represent advanced chemistry, more specifically the discovery of isotopes and mass deficite which was discovered around that time.
 
The middle class ! The bourgeoisie !

Personally, I'd say Banking would go right there, but we already have finance. This tech though does represent the breaking down of feudalism. I'd flat out call it Urbanization, but this seems like a term most people apply to the Industrial era. Though Freemanship may be a more eurocentric term, it does represent want we seem to be talking about.
Bourgeoisie might work, although a somewhat less eurocentric term would be even better. It certainly integrates nicely into the following techs.

Does Doctrine work a little better than Dogma? Fits better with some Eastern religions in terms of having consistent and rigorous beliefs vs. forcing everyone else to comply (though I think some on here severely underestimate the amount of religious strife and the stridency of religious dogmatics in east and south Asian history in the pre-modern era, particularly in the early medieval era in east Asia, when Buddhism was first being introduced to the region).
Doctrine is a bit better than Dogma, but both carry the implication of force which shouldn't be the focus of the tech. I care more about formalization and institutionalization.
 
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