Ahriman
Tyrant
There has been a lot of dissatisfaction with the tech tree, particularly with the lack of distinct tech lines and the irritating requirements for some military units. This tree tries to fix many of those problems, while incorporating the current units and basic design.
I really like partially separating the metalworking line (which boosts melee, archery and cavalry units) from the melee line, particularly given that spearman units are 1 strength less than swordsman units.
Non-tech changes:
1. Double speed required to clear forests.
2. Create “steel weapons promotion”. Supersedes iron weapons. Provides +2 strength (ie same as iron weapons), +10% strength, +10% vs iron weapons. Requires iron resource.
3. Rework meteoric iron.
Some factions have no meteoric iron (orks, goblins, etc.)
Some factions have “normal” meteoric iron (Empire, Cathay, Nippon, etc.)
Some factions have “special” meteoric iron. (Dark Elves, High Elves, Dwarves, chaos races).
The meteoric iron tech grants access to the meteoric iron resource.
For normal races, all living units (or restrict this further to particular types, eg to melee and mounted units only) built in or visiting a city with a weaponsmith gain the Meteoric Iron promotion if that city has access to the meteoric iron resource.
For special races, each has a UB weaponsmith, that instead of the standard meteoric iron promotion gives the unit a special race-specific armor. Some races are better at armor than others (dwarves have the best).
Promotions:
Meteoric iron: gives +10% strength.
Gromrilarmor: gives +1 strength.
Adamantite armor: +10% strength, +1 first strike.
Ithrilmar (sp?) armor: +10% strength, +1 first strike.
Daemonarmor: +1 strength (but limited to chaos knights, knights of khorne, chaos warriors only)
The new tech tree (no beaker costs included for now)
I really like partially separating the metalworking line (which boosts melee, archery and cavalry units) from the melee line, particularly given that spearman units are 1 strength less than swordsman units.
Non-tech changes:
Spoiler :
1. Double speed required to clear forests.
2. Create “steel weapons promotion”. Supersedes iron weapons. Provides +2 strength (ie same as iron weapons), +10% strength, +10% vs iron weapons. Requires iron resource.
3. Rework meteoric iron.
Some factions have no meteoric iron (orks, goblins, etc.)
Some factions have “normal” meteoric iron (Empire, Cathay, Nippon, etc.)
Some factions have “special” meteoric iron. (Dark Elves, High Elves, Dwarves, chaos races).
The meteoric iron tech grants access to the meteoric iron resource.
For normal races, all living units (or restrict this further to particular types, eg to melee and mounted units only) built in or visiting a city with a weaponsmith gain the Meteoric Iron promotion if that city has access to the meteoric iron resource.
For special races, each has a UB weaponsmith, that instead of the standard meteoric iron promotion gives the unit a special race-specific armor. Some races are better at armor than others (dwarves have the best).
Promotions:
Meteoric iron: gives +10% strength.
Gromrilarmor: gives +1 strength.
Adamantite armor: +10% strength, +1 first strike.
Ithrilmar (sp?) armor: +10% strength, +1 first strike.
Daemonarmor: +1 strength (but limited to chaos knights, knights of khorne, chaos warriors only)
The new tech tree (no beaker costs included for now)
Spoiler :
Basic techs:
Tech lines:
Metal working line:
Tactics line:
Archery line:
Recon line:
Beast taming line:
Cavalry line:
Trade line:
Construction line:
Chemistry line:
Mechanisation line:
Naval line:
Government line:
Religion line: Philosophy, salvation, corruption and eternal life provide a free missionary to all civs that can adopt these religions (that way, non-shrine builders can still get the religion early).
Education line:
Other:
Elemental magic line:
Winds of magic line:
Chaos line:
Other Magic line:
Spoiler :
Tier 0 techs (effects as current)
Fishing
Agriculture (can clear forest for no hammers).
Wild Paths
Roads
Hunting
Mysticism
Tier 1 techs (effects as current)
Crafting (requires: (fishing OR agriculture) AND (Wild paths OR roads))
Animal husbandry
Herblore.
Brewing
Calendar
Chronicles (merge with current contemplation, remove free great cleric)
Mining
Archery
Ceremonial burial
Fishing
Agriculture (can clear forest for no hammers).
Wild Paths
Roads
Hunting
Mysticism
Tier 1 techs (effects as current)
Crafting (requires: (fishing OR agriculture) AND (Wild paths OR roads))
Animal husbandry
Herblore.
Brewing
Calendar
Chronicles (merge with current contemplation, remove free great cleric)
Mining
Archery
Ceremonial burial
Tech lines:
Metal working line:
Spoiler :
1. Bronze working (requires mining). Allows bronze weapon upgrade. +100% forest clearance rate. +10 hammers from forest clearance. Allows axeman warband (with warrior code).
2. Metal casting (requires bronze working). Reveals iron. Allows Forge.
3. Iron working. (requires metal casting). Allows iron weapons upgrade. +10 hammers from forest clearance. Allows militia swordsman (with tactics).
4. Advanced smithing (require iron working). Allows pikemen (with military tradition). Allows knights (with tournaments). Allows weaponsmith building.
5. Meteoric iron. (requires iron working, requires advanced smithing) Allows meteoric iron upgrade.
6. Steel (requires advanced smithing, requires advanced engineering). Allows steel weapons promotion.
2. Metal casting (requires bronze working). Reveals iron. Allows Forge.
3. Iron working. (requires metal casting). Allows iron weapons upgrade. +10 hammers from forest clearance. Allows militia swordsman (with tactics).
4. Advanced smithing (require iron working). Allows pikemen (with military tradition). Allows knights (with tournaments). Allows weaponsmith building.
5. Meteoric iron. (requires iron working, requires advanced smithing) Allows meteoric iron upgrade.
6. Steel (requires advanced smithing, requires advanced engineering). Allows steel weapons promotion.
Tactics line:
Spoiler :
1. Warrior code (Requires hunting). Allows spearman warband. Allows axeman warband (with bronze working). Allows barracks (with masonry). Allows defensive, shock, standard bearer promotions.
2. Warfare (requires warrior code): Allows wheelwright. Allows chariot. Allows supply train. Allows city garrison 1, city raider 1, commando, senior officer promotions.
3. Tactics (requires warfare, requires Tyranny OR Lordship): Allows militia spearman. Allows militia swordsman (with iron working). Allows militia bowman (with bowyers). Allows city garrison 2, city raider 2.
4. Mercenary contracts (requires Tactics, requires Currency). As current.
5. Military tradition. (requires Tactics, requires civil service OR feudalism). Allows pikemen (with advanced smithing). Allows longbowman (with advanced archery). Allows standard bearer. Allows the War Academy wonder. Allows Standing Army civic.
2. Warfare (requires warrior code): Allows wheelwright. Allows chariot. Allows supply train. Allows city garrison 1, city raider 1, commando, senior officer promotions.
3. Tactics (requires warfare, requires Tyranny OR Lordship): Allows militia spearman. Allows militia swordsman (with iron working). Allows militia bowman (with bowyers). Allows city garrison 2, city raider 2.
4. Mercenary contracts (requires Tactics, requires Currency). As current.
5. Military tradition. (requires Tactics, requires civil service OR feudalism). Allows pikemen (with advanced smithing). Allows longbowman (with advanced archery). Allows standard bearer. Allows the War Academy wonder. Allows Standing Army civic.
Archery line:
Spoiler :
1. Archery (as current).
2. Bowyers (requires archery). Allows militia bowman (with tactics).
3. Advanced archery. Allows crossbowman (with invention). Allows longbowman (with military tradition) Allows bowyers building.
2. Bowyers (requires archery). Allows militia bowman (with tactics).
3. Advanced archery. Allows crossbowman (with invention). Allows longbowman (with military tradition) Allows bowyers building.
Recon line:
Spoiler :
1. Hunting (as current).
2. Tracking (requires hunting). As current.
3. Nature lore (requires tracking). As current.
2. Tracking (requires hunting). As current.
3. Nature lore (requires tracking). As current.
Beast taming line:
Spoiler :
1. Monster taming (requires hunting). As current.
2. Monster breeding (require monster taming). As current.
3. Monster bonding (requires monster breeding, requires nature lore). As current.
2. Monster breeding (require monster taming). As current.
3. Monster bonding (requires monster breeding, requires nature lore). As current.
Cavalry line:
Spoiler :
1. Horseback riding (as current). As current.
2. Stirrups (requires horseback riding). As current.
3. Tournaments (requires stirrups, requires feudalism). Allows Knight, with advanced smithing. Allows Joust.
2. Stirrups (requires horseback riding). As current.
3. Tournaments (requires stirrups, requires feudalism). Allows Knight, with advanced smithing. Allows Joust.
Trade line:
Spoiler :
1. Trade (requires sailing OR horseback riding). As current.
2. Currency. (requires Trade, requires metal casting, requires Lordship). As current.
3. Guilds (requires civil service OR feudalism) As current.
4. Banking (requires guilds, requires mathematics) As current.
5. Economics. (requires banking, requires education). As current.
2. Currency. (requires Trade, requires metal casting, requires Lordship). As current.
3. Guilds (requires civil service OR feudalism) As current.
4. Banking (requires guilds, requires mathematics) As current.
5. Economics. (requires banking, requires education). As current.
Construction line:
Spoiler :
1. Masonry. (requires crafting). Allows barracks (with warrior code). Allows shrines (with religious tech).
2. Construction. (requires masonry). As current, but does not allow bolt-thrower.
3. Sanitation. (requires construction). As current, but also allows jungle clearance.
4. Irrigation. (requires construction). As current.
5. Engineering. (requires construction AND machinery). As current.
6. Advanced Engineering. (requires engineering). As current.
2. Construction. (requires masonry). As current, but does not allow bolt-thrower.
3. Sanitation. (requires construction). As current, but also allows jungle clearance.
4. Irrigation. (requires construction). As current.
5. Engineering. (requires construction AND machinery). As current.
6. Advanced Engineering. (requires engineering). As current.
Chemistry line:
Spoiler :
1. Alchemy. (requires metal casting, requires herblore). As current.
2. Cannons. (requires alchemy, requires invention). As current, except not needed for frigate.
3. Rifling. (requires cannons, requires military tradition, requires engineering). As current.
2. Cannons. (requires alchemy, requires invention). As current, except not needed for frigate.
3. Rifling. (requires cannons, requires military tradition, requires engineering). As current.
Mechanisation line:
Spoiler :
1. Mathematics. Requires masonry. As current.
2. Invention. Requires mathematics. Requires construction. Allows crossbowman (with advanced archery). Allows bolt-thrower, allows gnomish workshop.
3. Machinery. Requires invention. Requires iron working. As current.
4. Steam power. Requires machinery, requires advanced engineering. +50% worker action rate. Allows steamtank (with steel). Allows gyrocoptor. Allows great forge.
2. Invention. Requires mathematics. Requires construction. Allows crossbowman (with advanced archery). Allows bolt-thrower, allows gnomish workshop.
3. Machinery. Requires invention. Requires iron working. As current.
4. Steam power. Requires machinery, requires advanced engineering. +50% worker action rate. Allows steamtank (with steel). Allows gyrocoptor. Allows great forge.
Naval line:
Spoiler :
1. Sailing. (requires fishing). As current.
2. Astrology. (requires calendar) As current.
3. Navigation (requires sailing, requires astrology). As current.
4. Astronomy. (requires navigation). As current (except that frigates to not require cannons).
2. Astrology. (requires calendar) As current.
3. Navigation (requires sailing, requires astrology). As current.
4. Astronomy. (requires navigation). As current (except that frigates to not require cannons).
Government line:
Spoiler :
1. Lordship. As current.
2. Tyranny. As current.
3. Feudalism. (requires Lordship OR tyranny).
4. Civil service. (requires currency).
2. Tyranny. As current.
3. Feudalism. (requires Lordship OR tyranny).
4. Civil service. (requires currency).
Religion line: Philosophy, salvation, corruption and eternal life provide a free missionary to all civs that can adopt these religions (that way, non-shrine builders can still get the religion early).
Spoiler :
1. Chronicles. merges current chronicles and contemplation, remove free great cleric.
2. Ceremonial burial. As current.
4. Philosophy. requires chronicles.
5. Words of Salvation. As current.
6. Corruption of Chaos. As current.
7. Eternal Life. (fills current Necromancy slot. Necromancy magic is a more expensive tech that requires eternal life.) Required for basic necromancy units – skeletal warriors, skeletal bowmen, etc. (along with appropriate other techs.)
8. Priesthood. (requires philosophy, requires ceremonial burial, requires festivals). As current.
9. Fanaticism. Requires priesthood. As current.
2. Ceremonial burial. As current.
4. Philosophy. requires chronicles.
5. Words of Salvation. As current.
6. Corruption of Chaos. As current.
7. Eternal Life. (fills current Necromancy slot. Necromancy magic is a more expensive tech that requires eternal life.) Required for basic necromancy units – skeletal warriors, skeletal bowmen, etc. (along with appropriate other techs.)
8. Priesthood. (requires philosophy, requires ceremonial burial, requires festivals). As current.
9. Fanaticism. Requires priesthood. As current.
Education line:
Spoiler :
1. Literacy. (requires chronicles). As current, but doesn’t allow channeling 2 or provide mages.
2. Education (requires literacy, requires mathematics). As current, but allows channeling 2 promotion instead of channeling 3, and allows various mage units (with appropriate college/wonder/etc).
2. Education (requires literacy, requires mathematics). As current, but allows channeling 2 promotion instead of channeling 3, and allows various mage units (with appropriate college/wonder/etc).
Other:
Spoiler :
1. Bloodbowl. (Requires Tyranny, requires brewing, requires construction).
2. Festivals. Requires chronicles. As current (though current carnival is useless, improve this).
Or remove these techs completely.
2. Festivals. Requires chronicles. As current (though current carnival is useless, improve this).
Or remove these techs completely.
Elemental magic line:
Spoiler :
1. Elemental magic. (requires Raw magic, requires Naturelore) Allows elementalist (=mage).
2. Master of Fire. (requires Elemental magic).
3. Master of Air. (requires elemental magic)
4. Master of Water. (requires elemental magic)
5. Master of Earth. (requires elemental magic)
7. Elemental mastery. (requires Master of Fire OR master of Air OR master of water OR master of earth). Allows elemental master (=archmage).
2. Master of Fire. (requires Elemental magic).
3. Master of Air. (requires elemental magic)
4. Master of Water. (requires elemental magic)
5. Master of Earth. (requires elemental magic)
7. Elemental mastery. (requires Master of Fire OR master of Air OR master of water OR master of earth). Allows elemental master (=archmage).
Winds of magic line:
Spoiler :
1. Winds of magic. (requires literacy, requires raw magic).
2. Lore of death. (requires ceremonial burial, requires winds of magic). Allows amthethyst magic 1, 2, 3. Allows Amethyst wizard (with the college). Allows Amethyst archmage (with arcane lore).
3. Lore of fire. (requires education, requires winds of magic). Allows Bright magic 1, bright magic 2, bright magic 3. Allows Bright mage (with the college). Allows bright archmage (with the college.
4. Lore of shadow. (requires civil service, requires winds of magic). As above.
5. Lore of metal. (requires alchemy, requires winds of magic). As above.
6. Lore of beasts. (requires monster taming, requires winds of magic) As above.
7. Lore of life. (requires nature lore, requires winds of magic). As above.
8. Lore of light. (requires Words of salvation, requires winds of magic) As above.
9. Lore of heavens. (requires navigation, requires winds of magic). As above.
10. Arcane Lore. Requires any one of the 8 lore of X techs, or magic of the horned rat. Requires education. Allows any of the elven archmages, allows skaven archmage, allows any of the college archmages (with the appropriate tech). Allows channeling 3 promotion.
Note to self: make sure that all Lore of X techs have similar total tech costs. So, lore of death has much lower tech requirements, so lore of death should be expensive. Whereas lore of shadow has high tech requirements, so lore of shadow should be cheap. OR balance tech costs against Wonder building requirements.
2. Lore of death. (requires ceremonial burial, requires winds of magic). Allows amthethyst magic 1, 2, 3. Allows Amethyst wizard (with the college). Allows Amethyst archmage (with arcane lore).
3. Lore of fire. (requires education, requires winds of magic). Allows Bright magic 1, bright magic 2, bright magic 3. Allows Bright mage (with the college). Allows bright archmage (with the college.
4. Lore of shadow. (requires civil service, requires winds of magic). As above.
5. Lore of metal. (requires alchemy, requires winds of magic). As above.
6. Lore of beasts. (requires monster taming, requires winds of magic) As above.
7. Lore of life. (requires nature lore, requires winds of magic). As above.
8. Lore of light. (requires Words of salvation, requires winds of magic) As above.
9. Lore of heavens. (requires navigation, requires winds of magic). As above.
10. Arcane Lore. Requires any one of the 8 lore of X techs, or magic of the horned rat. Requires education. Allows any of the elven archmages, allows skaven archmage, allows any of the college archmages (with the appropriate tech). Allows channeling 3 promotion.
Note to self: make sure that all Lore of X techs have similar total tech costs. So, lore of death has much lower tech requirements, so lore of death should be expensive. Whereas lore of shadow has high tech requirements, so lore of shadow should be cheap. OR balance tech costs against Wonder building requirements.
Chaos line:
Spoiler :
1. Bloodlust of Khorne. (requires corruption of chaos). Allows temple of Khorne. Allows Bloodletter of Khorne. Allows juggernaut of khorne. Allows mark of khorne promotion.
2. Gifts of the Plagued one. (requires corruption of chaos). Allows temple of Nurgle. Allows plaguebearer of nurgle.. allows mark of nurgle promotion.
3. Lore of change. (requires corruption of chaos). Does not allow genesis ritual. Allows temple of Tzeentch. Allows screamers of Tzeentch. Allows horrors of tzeentch (weak, doesn’t require temple). Allows mark of tzeentch promotion.
4. Slaanesh’s pleasures. Allows temple of Slaanesh. Allows Daemonettes of Slaanesh. Allows mark of slaanesh promotion.
5. Chaos incursion. Allows Exalted sorcerer. Allows the 4 great gateways. Allows demon prince.
6. End times. Allows the final game winning gateway.
2. Gifts of the Plagued one. (requires corruption of chaos). Allows temple of Nurgle. Allows plaguebearer of nurgle.. allows mark of nurgle promotion.
3. Lore of change. (requires corruption of chaos). Does not allow genesis ritual. Allows temple of Tzeentch. Allows screamers of Tzeentch. Allows horrors of tzeentch (weak, doesn’t require temple). Allows mark of tzeentch promotion.
4. Slaanesh’s pleasures. Allows temple of Slaanesh. Allows Daemonettes of Slaanesh. Allows mark of slaanesh promotion.
5. Chaos incursion. Allows Exalted sorcerer. Allows the 4 great gateways. Allows demon prince.
6. End times. Allows the final game winning gateway.
Other Magic line:
Spoiler :
Raw magic. As current.
Lore of Athel Loren. As current.
High magic. As current.
Dark magic. As current.
Necromancy. (requires Eternal life tech). Allows necromancy 1, 2, 3 promotions. Allows advanced necromancy units (vampires, etc.)
Magic of the Horned Rat. (skaven don’t start with this tech, they have to research it, allows seers and skaven magic promotions).
WAAGH! (orcs don’t start with this tech; they have to research it, fairly expensive. Allows Little waagh! Shamans and spells).
Gut magic. (Ogres don’t start with this tech, they have to research it.)
Magic of the Old Ones.
Arcane mastery. (requires WAAGH! OR Necromancy OR magic of the horned rat) . Required for various archmage units (grey seers, big waagh! Shamans and spells, vampire archmages, vampire lords etc.)
Lore of Athel Loren. As current.
High magic. As current.
Dark magic. As current.
Necromancy. (requires Eternal life tech). Allows necromancy 1, 2, 3 promotions. Allows advanced necromancy units (vampires, etc.)
Magic of the Horned Rat. (skaven don’t start with this tech, they have to research it, allows seers and skaven magic promotions).
WAAGH! (orcs don’t start with this tech; they have to research it, fairly expensive. Allows Little waagh! Shamans and spells).
Gut magic. (Ogres don’t start with this tech, they have to research it.)
Magic of the Old Ones.
Arcane mastery. (requires WAAGH! OR Necromancy OR magic of the horned rat) . Required for various archmage units (grey seers, big waagh! Shamans and spells, vampire archmages, vampire lords etc.)