New tech tree suggestions.

This may be a stupid question, but what's wrong with the basic Civ IV tier 1 techs? Build the magic stuff off mysticism and add a Wild Trails tech, but otherwise tier 1 and most of tier 2 could stay virtually unchanged.

The other problem with the current proposal - magic is too disjoint technologically from everything else. Given that magic is limited by faction, why not have the 1/2/3 levels of magic promotions be enabled by techs, but those techs enable *all* magic type promotions (limited by your faction, of course).

Edit: make Contemplation (or rename it, same prereq) allow Magic I (ie, any of Fire I/etc... that you normally can access), and then have another tech like Priesthood enable Magic II, and finally a third academic tech (Education or a new tech with that as its pre-req) enable Magic III.
 
Haven't read it all. But Civ IV tier 1 techs was the big issue for me, and PL likewise agreed that adopting them was best, simply because we don't have anything interesting to say till canon. Just a thought, i'll have a look later.
 
Look at the tree. The initial techs ARE almost identical to the BTS techs.
The only differences are:
We have crafting instead of pottery (and it does a few more things because of brewing merge).
We merge meditation and polytheism into ancient lore (no need for 2 different techs, since discovering a tech first doesn't found a religion).
We need to decide whether mining should have a tech prereq or not.
We have a magic tech tree which vanilla civ doesn't.

Otherwise they're identical.
 
Could you do up a diagram, it'll save alot of time, because the words alone are not much use when were trying to look at the tech tree as a whole.

Suffice to say: Did have a look i'll stand by what I said,

Crafting to Tier 0 (isn't the first line 1? not 0?), cottages to stay the rest to be shifted.
Mining to Tier 0 Bronzeworking should be up quicker, even if we keep chopping in agriculture.
 
Crafting to Tier 0 (isn't the first line 1? not 0?), cottages to stay the rest to be shifted.

I don't understand what this sentence means.
I absolutely think that a tech that allows cottages and wineries and breweries should have a tech requirement.

Its not as easy to draw a tree once you have added in so many requirements for each tech, as you requested (to encourage combined arms). I might give it a go at some stage. But its not that hard to read the lists and follow the requirements.
 
The only thing we should avoid would be to do a clone of FFH. I don't really care whether we make this mod more or less miltarily based . What's sure is that we will have to use our imagination to fill the gaps if we choose the builder approach.

The only detailed sources could come from the RPG, but it mostly concerns the Empire. Basing the other factions around a renaissance theme is good, and thats what ahriman did, but it seems a good idea to shorten the tech tree of what comes before this period, as it would hardly not be dull (regarding the rest of WH lore).
 
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