MAJOR changes to the tech dynamics.
Tech flow is now much more important to gameplay. It has *huge* implications on gameplay. They are 4 tech "lines".
-Military
-Commercial
-Scientific
-Civic
Every age has 5 techs of a particular "line." For example, in the ancient ages, you'd have Military techs 1 through 5, same with commercial, etc etc. Each tech only requires the one before it. Ex: Science 3, requires only Science 2, of which only requires Science 1. So you can choose to focus on one part of a particular era. Here is a spreadsheet of the technology tree...
As you my note, the unit strengths have been buffed. This also plays into the theme of "Only the Strong Survive." The juxtaposition in strength between a tank and spearman is phenomenal. However, since strength multipliers are for ages, and the multiplier ramps by age, it still lets someone who is behind in tech, have a fighting chance. THEY ARE NO EXCEPTIONS for this rule. Of course, this includes all unique units. Though the atk/def numbers for the modern age units may seem staggering, they are still relative to eachother. If everyone is in the modern age (or any age), you will not notice any differences in kill ratios. The atk/def buffs are in this mod to reduce the effectiveness of outdated weapons.
Also, it should be noted that the AI seems to do....bizarrely well, in tech advancement. I've tried to stymie this by reducing AI trade rates, and that has helped, but even on monarch, plan to be far behind the tech race. Obviously, this adds a nice challenge to people who want it. This coupled with the unit buffs, and you have a receipe for heavy AI pressure on the player.
To give an example on some of the new tech relations...
-If you want to build tanks, you can tech up to military 15 if you want, but you still couldn't build them, without being able to see the resources. You'd need at least Science 13 to see all the resources you'd need to build them.
This is *not* the final release. I have yet to fix the "tech" arrows, and it still shows the default ones. Also, I the text descriptions for the techs when you right click them are not relevant. Those are there as placeholders, but the "info" about the tech below the text is 100% accurate. Also, in the info part, it may not list *all* the benefits of a particular tech, this is very true for early science techs. (It wont say it when you can now trade across sea, etc). So I recommend playing with the .jpg image on this post open, so you can reference it. If anyone has any suggestions, please let me know for future releases.
Release 2 is out!
Release 1 removed after 80ish downloads.
Bugs fixed:
-The correct wonders obsolete
-Military Alliances now enabled
Tech flow is now much more important to gameplay. It has *huge* implications on gameplay. They are 4 tech "lines".
-Military
-Commercial
-Scientific
-Civic
Every age has 5 techs of a particular "line." For example, in the ancient ages, you'd have Military techs 1 through 5, same with commercial, etc etc. Each tech only requires the one before it. Ex: Science 3, requires only Science 2, of which only requires Science 1. So you can choose to focus on one part of a particular era. Here is a spreadsheet of the technology tree...

As you my note, the unit strengths have been buffed. This also plays into the theme of "Only the Strong Survive." The juxtaposition in strength between a tank and spearman is phenomenal. However, since strength multipliers are for ages, and the multiplier ramps by age, it still lets someone who is behind in tech, have a fighting chance. THEY ARE NO EXCEPTIONS for this rule. Of course, this includes all unique units. Though the atk/def numbers for the modern age units may seem staggering, they are still relative to eachother. If everyone is in the modern age (or any age), you will not notice any differences in kill ratios. The atk/def buffs are in this mod to reduce the effectiveness of outdated weapons.
Also, it should be noted that the AI seems to do....bizarrely well, in tech advancement. I've tried to stymie this by reducing AI trade rates, and that has helped, but even on monarch, plan to be far behind the tech race. Obviously, this adds a nice challenge to people who want it. This coupled with the unit buffs, and you have a receipe for heavy AI pressure on the player.
To give an example on some of the new tech relations...
-If you want to build tanks, you can tech up to military 15 if you want, but you still couldn't build them, without being able to see the resources. You'd need at least Science 13 to see all the resources you'd need to build them.
This is *not* the final release. I have yet to fix the "tech" arrows, and it still shows the default ones. Also, I the text descriptions for the techs when you right click them are not relevant. Those are there as placeholders, but the "info" about the tech below the text is 100% accurate. Also, in the info part, it may not list *all* the benefits of a particular tech, this is very true for early science techs. (It wont say it when you can now trade across sea, etc). So I recommend playing with the .jpg image on this post open, so you can reference it. If anyone has any suggestions, please let me know for future releases.
Release 2 is out!
Release 1 removed after 80ish downloads.
Bugs fixed:
-The correct wonders obsolete
-Military Alliances now enabled