Here's my reasoning, so you can argue that instead of just the techs
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There are 3 (maybe 4) technology branches in Vanilla Civ/RFC: Military, Religious, Other (Other being worker techs, civic techs (Communism, Biology, Democracy), building tech, and "delayers" (Military Science). There is a rough balance between the three branches, with Military being the arguable strongest. Arguable because you might have Modern Tanks, but can't even build Markets to grow your economy. Thus making you unable to be conquered or conquer.
So, I went off of the existing tech tree in the Dec. 9th build, and re-arranged a few items. Also, I am re-proposing a few resources as "stop gaps". Remember, the goal is to increase the variety of units, techs and the lifespan of existing units. Also, we have a few holes to fill, like a good city attacker (man-at-arms) for the mid and late game, which will be addressed after the early re-work.
This tech tree ends at the column of techs headed by Lateen Sails (blast furnace, civil service, etc.)
Theology becomes Christianity. Great Schism added as an unresearchable starting tech for the Byzantines to found Orthodox. Philosophy and Theology went hand-in-hand during the Medieval period, so I prefer Theology as a pre-req for whatever tech allows the rise of Protestantism, since the increase of rational thought lead to challenges of religious dogma. If Christianity is too specific, then it can be renamed to something more generic like, "Place of Worship Construction".
Art renamed to Byzantine Art for theme.
Aristocracy added to space out Chivalry, giving Heavy and Light Cavalry units and UUs more time to be effective. Could be a good place to stick a wonder or civic.
I am still insisting on adding the Carolingian Renaissance. It was the first major step from the dark ages to the Medieval period. Scholars came together, made advances in written communication, art, music, etc. and eventually diseminated to the various monasteries in the region. In a large sense, without Charlemagne, the increase of knowledge in the monasteries of his empires never would have happened.
Astrolabe and Map Making swapped. Map Making renamed to Cartography. This is to reflect the increased accuracy of map making that came with the Astrolabe. Also, I added the ability to trade along the coast and trade maps with Cartography. It's odd to be able to trade maps once you have better sails instead of when you learn how to make maps.
Paper added. Can't have Literature without it.
Added Artesian Wells to address health issues.
Spinning Wheel added. It now reveals Sheep/Wool
Fermentation added, now reveals Wine and Barley?(I can live with Barley starting already revealed)
In total, I have added 9 techs. Of which 4 are dead-ends. Most of the dead-ends are for non-essential bonuses.
Military Overhaul
New resource needs to be added: Tin
Tin and Copper are now pre-requisites for the early units Axemen, Spearmen and Mounted Infantry.
Bronze Casting - To introduce the idea of using pre-made dies to mass produce weapons.
Chainmail - Another tech to space out the jump from starting units and the mid-game units. Also, several unit types (bowmen specifically, but also pike units and horse units) would rarely, if ever, wear plate armor, so it's a bit more accurate as a pre-req.
Warrior renamed to Peasant. Upgrade path is now Page (with Feudalism) and Mounted Squire (with Chivalry). Squires and pages cannot be built and Peasants become obsolete at Vassalage. Squires and Pages give bonuses to Heavy Cavalry and Knight units (to be determined). They do not upgrade to Gunpowder units.
New Units:
Peasant: 2
1
Page: 4
1
Mounted Squire: 5
2
+25% vs. Archers