@Keldath - I'll download the patch foer sure, and I'll use it in my plan
![Smile :) :)](/data/assets/smilies/smile.gif)
I'm happy you like my idea for tech tree.
So I'll present next steps:
1. Naval Warfare - enables Trireme
2. Seafaring - reveals Whales, enables Caravel, Harbor and The Great Lighthouse Wonder. Leads to Latin Sail.
3. Riding - requires Husbandry and War Art. Enables Horseman and Elephant Rider (maybe Cataphract too ?). Leads to the Military Training (with Dynasticism)
4. Caste System - requires Mythology and Slavery. Reveals Gold and Silver. Leads to Dynasticism (with Poetry and Urbanization)
5. Bronze Working - requires Metal Carving. Allows to chop down a forest, enables Axemen and Hypaspists. Leads to Metal Casting (with Iron Working), Construction (with Masonry).
6. Iron working - requires Metal Carving. Allows to chop down the forest and remove jungle. Enables Swordsmen. Leads to the Metal Casting (with Bronze Working).
7. Urbanization - requires Husbandry, Masonry and Wheel. Allows to build Cottage, City Walls, City Guard. Leads to the Dynasticism (with Caste System and Poetry).
8. Poetry - requires Mythology. Leads to the Music and to the Literature (with Writing).
9. Alphabet - requires Mythology. Leads to the Writing.
10. Meditation - requires Mysticism. Reveals Hemp, gives Buddism, allows building the Monastery.
11. Polytheism - requires Mythology. Gives Hinduism.
That's the point I'm now with my project. Seeing you'd interested to use it in your Mod - I'll continue.
Please - watch the posts with tech carefully, because while improving and checking the tech tree I'll edit these posts (not to write all the stuff again
![Wink ;) ;)](/data/assets/smilies/wink.gif)
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I think tomorrow I'll finish the tech schedule for first era (Ancient&Classical).
I'll compare it with your current mod and add units and buildings. I'd like to add some buildings and maybe units from RAR - I hope you'd like to work them out too ?