Hey everyone... I put together a slightly different tech tree, to resolve issues around: 1.5-2 era long jumps in the tech tree especially all of the 1 tech requirement lines Super long beeline to the Information era The top of the tech contains all research/production/commerce/wonders/etc so why bother with the military techs? the AI can't upgrade units in the mid game if they don't have the techs for the units Era dependent game systems are shoved into new eras too fast Great People selection (uses average era, so reduces total GPs in game) Warmonger hate/declare war issues (era scaled) Hex purchasing costs (a little less so) District Project costs etc The whole tech tree has changed as of Version 2. Despite some minor changes of the tech tree in the Australian Summer Patch, the need for a modified tech tree remains. Version 1.0 - initial pass Version 1.01 - fixed for patch 1 Version 2.0 - Now on Steam! Also has Ancient era -> Renaissance Era changes. http://steamcommunity.com/sharedfiles/filedetails/?id=879239868 Be sure to activate it in the game under Additional Content.