You could also try merging Slash & Burn and Earth Oven, as two rather underwhelming fire techs.
If nothing else though, you're welcome to integrate my reworked tech locations.![]()
That is a slightly more nuanced perspective than I was expecting. I'm not totally convinced, but thank you.
Please don't try to take out this cleverly disguised strategic gem, merge them or minimize them... they are truly two of the best techs to spam for right away so how can they be 'undervalued'?
Latest tech tree structure; I only removed the background to reduce the size of this uploaded picture.
PNG actually, and no, it's still there.Wow, those JPG artefacts are pretty extensive.Did you take out Earth Oven? I can't seem to find it on that tree.
We're not talking about options, we're talking about something that is easily overlooked for its true strategic value. The ability to spot those things are what define great players and what rewards a player handsomely for figuring out. This is one of the most enjoyable experiences you can set a player up to have - discovery! Is there another reason we play really?Well, I don't think it's necessarily a good idea to have "hidden" options in the game, but I understand your reasoning.
It truly was a mess, and the classical era is no better, the spaghetti just get more and more intertwined the further I go in the tree.Well, it looks like you added Earthenware and also sorted out that unholy mess at the start of the Ancient period.
Archery made sense as possible before sedentary lifestyle, and shamanism was moved one to the right, I think. I could make it cheaper than the rest of the techs in its column if it proves to take too long to get to relative to druidism.I see that Archery was brought back into Preh from Ancient.
And is Shamanism now a bit further along in Preh than before?
They are both a "think big" kind of human thinking/activity evolution; it still requires animal husbandry though.Curious why Megafauna Domestication is linked thru Megalith Construction instead of being along side the other Mounted Domestication techs. Not that it's a big deal just curious.
Atlatl making requires flint knapping, so leaving prehistoric without it is now impossible.I hope that Flint Maker is now in a usable position as it usually, for me anyway, comes along when I'm about ready to leave Stone weapons behind.
Not sure what you mean, but civics has gotten a back seat atm as I keep getting distracted by other stuff that I feel I just have to change first. I have big plans for civics but they are a bit daunting as its a huge amount of work involved.And all these changes are in your Civic set too? I really need to give them a try. But I also want to get further along in my Dangerous Animals/Pest/Disease modmod game. I just hit Med Era last night.
I think you should leave "dangerous animals" out of the mix; unless you were to make animals affect pests and diseases. It is better for everyone if modmods aren't a mishmash of features.I wonder if Rwn would mind if I rolled those 3 modmods into 1? I'm going to combine both Pests and Disease anyway in the long run.
The AI rarely split and merge atm and you don't have to do it often either, it can actually reduce the amount of units you need to control as you will probably prefer to merge over splitting units. These modules are starting to become integral to C2C imo, and it's not a bad idea to familiarize with them.And now T-brd wants me to try Fof and SM for feedback and getting familiar with them. Even though SM is too much like Squad Leader (an Avalon Hill Board Tactics and Strategy game from the early 80's) to me.