Mostly, everything looks fine except for the generic placeholder of RareEarths. If that were to include Silicon dependency for Robotic & NanoTech warfare units, i'd be inclined to "approve of".
We already have huge vanilla bonuses from rivers and lakes, from gold bonus and civil service bonus. And hydroplants.Even if it is presently presumed to be within farming & river proximity functionality
Having the number of farm tiles I can build limited by some strategic resource does not sound like fun for the player at all, and could severely mess up the AI, who is not very efficient in choosing how to build improvements.i'm talking huge amounts with lots of consequences & variations through even such simple things as building a farm, btw
Alright, scratch Water then! It might find a good and still deserved glorious place in some strange Mod in the real future.Its a neat idea, but I suspect its probably beyond the scope of a mod that is just trying to change the tech-tree.


Because tech dependencies should be driven primarily by gameplay reasons, and units of a particular function type as a general rule should always require their predecessor.Why exactly do you need to discover Bronze Working before Iron Working?
Yes, because a tech tree should have multiple military tiers, and there should be a difference between say Hellenic world bronze weapons and Roman-era iron weapons.In fact, with Copper no longer a resource in the game, is Bronze Working a necessary technology at all?
http://en.wikipedia.org/wiki/Iron_workingIron smelting — the extraction of usable metal from oxidized iron ores — is more difficult than tin and copper smelting. While these metals and their alloys can be cold-worked or melted in relatively simple furnaces (such as the kilns used for pottery) and cast into molds, smelted iron requires hot-working and can be melted only in specially designed furnaces. Thus it is not surprising that humans only mastered the technology of smelted iron after several millennia of bronze metallurgy.
Step 3 is now open. You can start pitching possible prerequisite techs for the Key Techs and connect them to other Key Techs.
I would look very heavily at Civ4 mods as well, particularly Rise of Mankind.As an introduction to what i believe should be minimal considerations by anybody is the current Mods that took some fairly extensive steps into efficient Pre-Historic & Future Eras already; namely -- Total Mod and Beyond The Future for examples.
I'd probably include all the vanilla techs (except maybe some questionable things like Trapping or Archaeology, and I might use more generic names like Explosives and Medicine instead of Dynamite and Penicillin, stirrup instead of chivalry), but I wouldn't necessarily keep the same things they give.To me (before delving into anything new to add) the obvious choice *HAS* to include the entire Vanilla assets together as a structure and most concepts
I would change these; industrial should run up to ~1900 at minimum, maybe even 1930/40.Renaissance; 1450AD to 1780AD
Industrial; 1780AD to 1850AD
Modern; 1850AD to 2050AD
Many techs have very weird things associated with them; look at telegraph, electricity, electronics, all the future era techs, and late modern, printing press, economics, biology, etc.

I am happy. Alot of people are happy. They just dont post as often to express their happiness.

The article link uses 1850 as its definition for the Second Industrial Revolution.I took the years gap reference straight off WikiPedia for Industrial.
I disagree, its not about sequencing, its about bizarre links between techs and their gameplay effects.Again, these mostly represent an improper sequencing symptom -
Chivalry is a mythical term, not a technological innovation. You don't have to have a Romantic honor code to have heavy cavalry.I don't think "Stirrup" measures up to the grandiose almost mythical term Chivalry, either
Good steak shouldn't be smothered in bbq sauce - it is delicious by itself.feels more like i don't have enough BBQ sauce on my steak.
Medicine belongs in the industrial era - practical application of germ theory of disease. Medieval and Renaissance medical treatment was almost entirely ineffective, often worse than placebo.But Medecine certainly *is* a major discipline rather the invention of Penicilline, in which case it doesn't belong in Modern but can go as far back as Renaissance and even Medieval.

I *DO* agree with this too.I guess my main point is: the Civ5 vanilla design over-streamlined, one of the main goals of a revised tech tree should be to relax the constraints by adding a few more techs, allowing for more dependencies, and moving out of such strict military/economy tech lines.
Then in my mind, we cannot dismiss Eras but we certainly should move stuff sideways, backward & forward as we see fit.

I much welcome this thread
While in the phase of ideas, formation, I would like to drop in my idea that can be found in my signature:
about the conditioned tech tree - how do you find it? I ask of the idea, first, at this point...
Simply said, Ramesses can decide whatever he must -- it's his ITT project. As proven by the swift Barter insertion in the 21/12 update above... *BUT* not a hint on what we both argued about; Ages, Strategic Resources & everything else.
Puzzling.