If you could, how would you change the tech-tree? would you add any wonders to a tech? a extra bonus perhaps? remove certain techs altogether or combine them or add new ones? change the cost of old ones? change dead end techs to lead into new techs? Would like to hear your suggestions.
For my own suggestions and ideas about the tech tree, I would combine cartography with calender and move Pact of the Nilhorn to masonry hunting or festivals.
Would add extra bonuses to techs like the cavalry line for pasture and camp upgrades, and the infantry line for workshop upgrades and merchantism/guild line for other plantation/town/mill upgrades, will make the techs look more interesting give economy bonuses and make them look less bland.
(techs like stirrups only gives horse archers, domesticate elephants and armored cavalry only 1 (although strong) unit, boring)
Stirrups- give something like +2 production and +1 commence from pastures and +1 food from camps, Domesticate Elephants to give +9 production +5 commence from elephant camps (makes sense, and is a expensive tech) maybe even extra worker speed, since the elephants could help the workers.
Perhaps armored cavalry to give +1 happy or -25% war weariness with horses and +4 production from horse
Construction to unlock workshops, and every metal tech from bronzeworking to metal/iron working to give +1 production instead of +1 upgrades spread across diffient tech paths.
Add production and commence boost to plantations at taxation, lumbermill watermill and windmill +1 production commence at guilds, +1-2 more with the guild civic.
Merchantism- give +1commence or production to villages and towns.
For water techs would have Seafaring changed to a lanun trait and give them a free exploration, astronomy to be a alternate path to blasting powder with metalcasting instead of alchemy and have arguebus allowed with alchemy labs -or- with a building from astronomy, such as observatorys back in.
Optics and Astronomy- buildings similar in function to the lighthouse but with commence and production and allow the buildings built next to lakes.
Poisons- unlock a promotion that would allow a archer/recon with first strike 1 and 2 (perhaps give 5-10% strength added first strike promotions?) to cast poison on it's own weapon that would be removed after it's first battle, but able to be recasted.
Tracking- Cost reduction and to unlock a 40% vs recon and hidden units promotion (recon need's a counter promotion, and tracking makes sense for it)
Unquestioning Obedience- I'v personally never researched it, you get a overpriced courthouse with a negative to culture, and a civic that isn't much better then Religion in the same line, could use a wonder like other second tier religious techs or a beaker reduction.
Sacrifice the Weak moved to the Hyborem tech, or allowed by any evil civs at 40 armageddon counter.
Would decrease the cost of threatre's, there nearly useless at 300 production for a early building and would decrease the cost of the Perfect Lyre by half.
Allow drama to lead into honor/deception instead of trade perhaps, since what causes more drama then deception?
Long list, I know, These are my suggestions for the tech tree, tell me what you think, and if any of these suggestions would help gameplay, or what you would change about the tech tree yourself.
For my own suggestions and ideas about the tech tree, I would combine cartography with calender and move Pact of the Nilhorn to masonry hunting or festivals.
Would add extra bonuses to techs like the cavalry line for pasture and camp upgrades, and the infantry line for workshop upgrades and merchantism/guild line for other plantation/town/mill upgrades, will make the techs look more interesting give economy bonuses and make them look less bland.
(techs like stirrups only gives horse archers, domesticate elephants and armored cavalry only 1 (although strong) unit, boring)
Stirrups- give something like +2 production and +1 commence from pastures and +1 food from camps, Domesticate Elephants to give +9 production +5 commence from elephant camps (makes sense, and is a expensive tech) maybe even extra worker speed, since the elephants could help the workers.
Perhaps armored cavalry to give +1 happy or -25% war weariness with horses and +4 production from horse
Construction to unlock workshops, and every metal tech from bronzeworking to metal/iron working to give +1 production instead of +1 upgrades spread across diffient tech paths.
Add production and commence boost to plantations at taxation, lumbermill watermill and windmill +1 production commence at guilds, +1-2 more with the guild civic.
Merchantism- give +1commence or production to villages and towns.
For water techs would have Seafaring changed to a lanun trait and give them a free exploration, astronomy to be a alternate path to blasting powder with metalcasting instead of alchemy and have arguebus allowed with alchemy labs -or- with a building from astronomy, such as observatorys back in.
Optics and Astronomy- buildings similar in function to the lighthouse but with commence and production and allow the buildings built next to lakes.
Poisons- unlock a promotion that would allow a archer/recon with first strike 1 and 2 (perhaps give 5-10% strength added first strike promotions?) to cast poison on it's own weapon that would be removed after it's first battle, but able to be recasted.
Tracking- Cost reduction and to unlock a 40% vs recon and hidden units promotion (recon need's a counter promotion, and tracking makes sense for it)
Unquestioning Obedience- I'v personally never researched it, you get a overpriced courthouse with a negative to culture, and a civic that isn't much better then Religion in the same line, could use a wonder like other second tier religious techs or a beaker reduction.
Sacrifice the Weak moved to the Hyborem tech, or allowed by any evil civs at 40 armageddon counter.
Would decrease the cost of threatre's, there nearly useless at 300 production for a early building and would decrease the cost of the Perfect Lyre by half.
Allow drama to lead into honor/deception instead of trade perhaps, since what causes more drama then deception?
Long list, I know, These are my suggestions for the tech tree, tell me what you think, and if any of these suggestions would help gameplay, or what you would change about the tech tree yourself.