The tech is supposed to enable Baths which makes no sense with Herbalism.
We have both aqueduct and bath?
Rename bath to pharmacist?
The tech is supposed to enable Baths which makes no sense with Herbalism.
Rifling also moved back one column. It works better connected to Logistics and riflemen should exist in the Renaissance.
That's a good point, now that Sanitation is free it could be used at this point of the tree.If it enable bath, how about Sanitation?
Actually, in this East part of the world, our ancestors used to put leaves and flowers into the water and bath in it. (Herbal Bath)
That's some kind of the earliest attempt in medication so perhaps it's not so wrong either.
It is well acknowledged in medical world that herbal bath can lower your blood pressure, make you feel more relaxed and heal post-workout sores but not recommended for those who have any kind of heart problem.
I'm currently planning in that direction.We have both aqueduct and bath?
You're right, actually a redesign of the unit roster is part of the purpose of this change. Civ is somewhat inconsistent in what it considered a Rifleman, and includes typical Musket units such as Redcoats and Minutemen, which is supported by its position in the BtS tech tree.I think rather than moving rifling back it should be moved one colum forward into the second colum of the industrial age. While rifling was used before 1850 in some occasions, it only gaoned widespread use after 1850. I propose to instead put a techonolgy called either "flintlock" or something like "linear tactics" at the postion where rifling currently is. It could enable the current Rifleman, renamed to "Fusilier" and with slightly changed graphics, similar to the english Redcoat. Rifling on the other hand would be avaiable around 1860, also representing other military innovations of the time like benchloading. It could give access to Infantry, possibly with slightly changed Graphics and renamed to "Rifleman". On the other hand, around 1940, a new type of Infantry (modern Infantry) could be avaiable. I believe this setup eould be historical more accurate. Generally, the units in this mod should be reworked, and now with the rework of the tech tree it might be the perfect time to do it.
Just thinking about it, one good tech for the industrial era could be Macroeconomics, enabling Central Planning.
- Heritage now leads to Horticulture. I retooled that tech to not only refer to cash crops, but also to landscaping and gardening, something that was popular in Europe, Persia, India and China at that time scale. Link to Constitution is weak, but will add a direct link to Hydraulics that also anchors that tech better into the tree. Also considering adding an Estate building here to serve as the base for the Fazenda and Hacienda UBs (maybe also Mausoleum).
No, those are not part of the tech tree at all. It's a mental note for me that these are the techs from the base tree I have completely removed from this column, including techs of the same name whose position is so different that they're a complete reimagining. So everything that wasn't just renamed or moved one row/column.Looks good so far, though I have a few questions:
- what is the meaning of the techs on line 17 and below? Are those basically "one of the techs in the above column is required for this future tech", or something else entirely? I've been following this discussion thread, but I must have missed that explanation.
It's basically the most advanced naval tech of the classical era ... it's sort of a dead end because the early idea of a completely separate naval line stops making sense after a while. The BtS tree has a similar phenomenon. In HR, the tech's counterpart enables Lighthouse, Great Lighthouse and Pirates (an early Privateer variant). I think I will do the same with buildings and put the strongest early ship here.- what does the 'Astrolabe' tech do? It doesn't seem to be a prerequisite for anything that follows it -- is it required for any future techs down the line?
That's a good idea, and Ethics currently lacks a second link.- I feel like 'Ethics' really should connect in some way to 'Warrior Code'? That's basically a generalized term for what in Europe manifested as chivalry, right? But at least in Europe it was the development of classical and Christian ethics that was the primary motivating factor for that new sense of 'how to be a moral soldier', and the similar process led to other 'warrior codes' around the word
I couldn't think of anything really. Seems to work out as a dead end tech.- is the 'Warrior Code' tech required for anything else down the line? It doesn't seem to have an arrow after it.
Yeah, me too. Will take a while to get this into the game in a way that is representative still.I'll probably have more questions after I play a few games with it, but that's all for now.
Sure, as usual a tech is very broad strokes in concept. I'd argue that socialist economics was very macro oriented, even though it does not really conform to the historical development of that term in classical economics. I'm just trying to squeeze both in in some sort of catch-all, it's the best I've got.Kind of worked the other way around. Central Planning started pre-Great Depression, Macroeconomics post. Keynes's work is often interpreted as the economic-liberal intellectual response to central planning.
Hm, I'm trying to avoid techs with the same name of what they enable.So should this be called "Estates"? Makes more sense with regard to Constitution.
Local optimum is a good way to put it. I feel I can't move anything without making it worse, and anything better would likely require to start again from scratch.Apart from this, I don't have anything obviously better to suggest at the moment. I think you have almost reached a locally optimal version of the tree.
Urbanism is probably the more general name, but that kind of misses the social component of a wealthy middle class of craftsmen and traders emerging in between the usual aristocracy/commoners divide. I don't know if there's a better word that also maps to Asian societies.I'm not really clicked on "Bourgeoisie". Maybe you could use a more general and common name? Or a name that still fit within the Asian civilizations.
I'd never have gotten anything done without using Xyth's tree as a base ... and part of challenge is to have every tech be worth researching, which I haven't done yet, so we'll see. But I'm also very happy with it so far.Don't really have anything to add, just wanted to say:
I'm really liking where this tech tree is going
While the one in HR also has some really nice improvements on it, this looks much better to me.
(even without taking into account the different needs because of the doctor - statesmen line in the two mods)
I'd never have gotten anything done without using Xyth's tree as a base ... and part of challenge is to have every tech be worth researching, which I haven't done yet, so we'll see. But I'm also very happy with it so far.
I have been doing exactly that in HR for a while just to get a feel for how restrictive it turns out to be. People have previously voiced some concern that your tighter web of requirements might end up too constraining. I'm not too worried, I'm not a fan of extreme beelining anyway, and with more techs overall there will still be enough to research. It's still an open question to me, because RFC also has stuff like "be first to discover" tech goals that are kind of designed to force you off the standard path and leave techs you would usually research earlier out. Obviously that should still be possible, because it creates some interesting challenges and makes those games feel more unique, so I can't be too restrictive. Still, a general principle that you should not be able to advance say three columns ahead of your last incomplete column makes sense and will probably not impact those kinds of games.You'll also need to send some time doing crosslinks to ensure that there are no 'fast paths' through the eras. Best way to do this is to have the tree in a brand new game, select each tech at the start of a new era, compare the number of steps needed to research it and see which techs are not needed to reach it. How strict on this you want to be is up to you, but I like to make it so that you can't reach a new era without having researched the majority of the previous era and all the techs from two eras ago.
Another open question I'm still evading for the moment. For most techs with only two requirements, only AND works or the tree becomes too open. If three prereqs exist, an A and (B or C) configuration might be feasible, and could serve to make the tree slightly less constraining for my requirements above. In some cases A or B might also be okay, but they should be the exception or only occur early in the tree, where having alternate paths is more important in my opinion.Are you planning to go all AND requirements like I did, or keep OR requirements too?
Sure, borrow what you can. I'll continue to share ingame pictures as soon as I have them, that should make things easier to grasp.I'll be interested to see how your adaption turns out in the end. The Medieval and Renaissance sections of my tree need some reworking, so I'll be keeping an eye on this thread for ideas![]()
I'm currently planning in that direction.
Supplying cities with fresh water is a different purpose than enabling personal hygiene. And building effects can be chosen to reflect that.Then you will have two buildings in the same era that use the same principle and have the same effect. Moreover, baths may require aqueducts. You need flawing water for a working bath.
You mean Charter as in town charters?Hey Leoreth, if you rename Charter to Exploration, then you could rename Bourgeoisie to Charter or Companies. I know Corporation is a few columns ahead, though.
I'd rather do Machinery -> Printing. Compasses don't require all that many mechanical parts if you go by the simplest construction.I assume Machinery -> Compass? Maybe I forget a post about this.
Would it? In any case, it's true that Judiciary could use a second link.Judiciary -> Patronage could work as well as Judiciary -> Guilds.
You caught me, the Architecture -> Alchemy and Artisanry -> Civil Service links were empty when I was done with those two columns, so I just sneakily filled them with the intention of fixing this later. Thanks for reminding me. And you're right, Artisanry -> Machinery makes a lot of sense ... will think about that area again and try to find a better configuration.However, I don't understand why Artisanry -> Civil Service. If anything, Artisanry -> Machinery.
Interesting, hadn't considered that.If Horticulture represents estates and the exploitation of land, then Horticulture -> Geology.
Good idea, Urban Planning needs a second prereq and I have already considered giving it a defensive building.I also feel that Firearms -> Urban Planning, because planning was often motivated by fortification.
That's the idea!Mass Movements might be a more precise name for Civil Society, though perhaps overlapping with Labour Unions. I'm sure some civic could go here.