I'm playing around with several different ideas on how to slow down the tech race so that it doesn't jump as much as it feels like it does today (even skipping whole classical era with a single great scientist at times)
One idea I have is pretty simple on drawing board, just divide up every tech that has several components to it into different techs, and have all the sub-techs be required to get the prereq for the techs that would previously required them.
Calendar for example would be split into two techs, Plantations and Stonehenge, and both of them would be required to gain Theology techs (in addition to the Philosophy techs obviously).
This would allow you to get a single tech you wanted early, while delaying the rest until you need them as prereqs, and I'd combine this mod with my slowing research ideas, to keep each era long (I like slow paced pre-industrial games). It also helps balance GS and RA's since there are so many more techs to pick from.
A couple of questions however which those who have modded techtrees before might answer:
- Will AI's still work after doing a change like this, or are they tied to trying to research techs that no longer exist?
- Are there any space limitations which make this unfeasible? Like there being too many techs in the tree might break the whole ingame selection engine.
One idea I have is pretty simple on drawing board, just divide up every tech that has several components to it into different techs, and have all the sub-techs be required to get the prereq for the techs that would previously required them.
Calendar for example would be split into two techs, Plantations and Stonehenge, and both of them would be required to gain Theology techs (in addition to the Philosophy techs obviously).
This would allow you to get a single tech you wanted early, while delaying the rest until you need them as prereqs, and I'd combine this mod with my slowing research ideas, to keep each era long (I like slow paced pre-industrial games). It also helps balance GS and RA's since there are so many more techs to pick from.
A couple of questions however which those who have modded techtrees before might answer:
- Will AI's still work after doing a change like this, or are they tied to trying to research techs that no longer exist?
- Are there any space limitations which make this unfeasible? Like there being too many techs in the tree might break the whole ingame selection engine.