S3rgeus
Emperor
I took the tree up through era number three, which is what felt like a good stopping point of the "early" techs. I think for the most part it speaks for itself, but below I'm share some comments on some things. I went back and forth on this stuff a lot. Of course, all of this is negotiable. I did find that I veered away from some things that we'd previously decided we liked, both mechanically (e.g., T'a'r unlock point) and flavorfully (Clanship, etc.), because when putting it all together, there were quite a few domino moments that led me to such changes.
Sounds good - era 3 seems like a good place to stop for this first stage!
I should note that while I changed some (not all) of the pre-req linkages, I elected to keep the number of techs per column identical to BNW (as I believe the columns indicate tech cost).
The columns do mostly indicate tech cost, but techs that have prereqs in the column immediately preceding them cost more than ones that don't. (So Drama and Poetry costs less than Currency, for example.)
Keeping techs per column the same sounds like a good rule of thumb for now.
I'll also note that things tended to move very much into the "general societal organization" category, rather than the "Technology" category. I took a look through carloscodex's Prehistoric Era Mod and got some ideas on such things there. I was reminded, also, of the fact that the flavor of WoT doesn't really seem to show a whole lot of technological progression over time - it seems like Manetheren isn't that far back from the New Era, for instance. This, and the fact that we have to stretch melee units over nine eras, made me emphasize this kind of stuff more. I suppose around where I stopped (era 4), more "real techs" might pop up.
Looks like a good source of inspiration. I'd say these things all feel technology-ish enough to me that they're not too different from BNW, they're just for a very early society.
A knock-on of this is that some of the uber-specifc stuff (weaving) didn't make the cut. I kept slate roofs there, since I know you have money on that horse, but it does somewhat stick out more than it would in a BNW-style tree.
Slate Roofing, yeah! Given the way the Power techs have progressed in what we have so far, I could see Weaving cropping up later if we wanted it to. Like I mentioned above, I don't think that Slate Roofing stands out here - the new techs seem very reasonably technology-ish.
Lastly, note that I put in "wonder" a whole lot on this tree. This is merely a marker that a BNW wonder is there. We could of course change them.
Sounds good.
Cooperation - This was the best way I could figure out how to justify farming and such
Seems like a good starting place to me!
I ended up pretty happy with the "main four" names from column 1. Survival could be subbed out. I do enjoy Leadership, though.
I think Survival is fine for now. Leadership is pretty cool!
EDIT: Community of course could easily become Clanship, if you're ok with it referring not to military stuff. I think the "people coming together" flavor is kind of the only way to unify the faith and food things at this point in the tech tree. (also a lot of the subsequent techs are related to that).
I wouldn't mind Clanship not being military, but I feel like Community better captures the peaceful nature of that side of the tree.
You'll notice that The Pattern is available at the beginning, but is in column 2. I decided that this could, in fact, be our wilder unlock point. It seems to me that a civ could go "all in" on building a channeler force early-game, though they wouldn't be too strong until the era three upgrade. Basically, i struggled to find something else to do with "The Pattern" as a tech, but enjoyed the idea of it. Also, it made sense to me to put the happiness building from Trapping here (see below). Note that there is no Spark upgrade here. I figure all civs will start with 1 or 2 natively, and that that is enough for this stage.
This is really cool - I particularly liked this because it differentiates our tree rom the BNW one quite readily when the player starts (they'll have 5 choices instead of 4 initially). Sounds good on the rest of it, Wilders, Happiness, Spark upgrade being later.
Related to above, I felt like The Wheel and Trapping are both kind of lame. I fused their abilities and gave some of it to others.
Funny I've always thought The Wheel was a pretty good tech - mainly because I always run up against a lack of Roads. Trapping I totally agree on. Redistributing these does seem fine though.
Fishing - I don't like how I was never able to come up with a more "general" name here. Ideas? I originally chose "Territory" for this one, but decided that was better off below.
Fishing seems like a very good name for this tech - is there something specific we want to capture that it doesn't? All of the unlocks look plausibly related to fishing.
Speaking of which, I like Territory and Fealty and Warfare. These last two are quite similar to BNW's counterparts, with the rather dramatic elimination of the Chariot, replacing it with the Mounted 1 (horseman). This is because of the removal of Horseback Riding in the next era. This unit can be slighly weaker to accommodate this.
Moving the first mounted unit closer to the start of the tree can work, we're only moving it back one tech which shouldn't be too far. It might make defending against Barbarians a bit easier, but we've also introduced several new "rogue" factions that can attack the player quite aggressively.
The next column involves some more repurposing, in order to make room for The One Power.. This is our White Tower meet point, and some spark, AND the circus maximus (because why not)?
All sounds good!
Horseback Riding had been obliterated to make room for tOP. The rest of its goodies have gone to Measurement and Building. Measurement is thus a bit more robust than Math was before it.
Like The Wheel, this is interesting, because Mathematics is usually one of the techs I find specifically useful. Siege units and Courthouses are usually important to me when I unlock them. Though its wonder is Policy-gated.
Note that Building is a dumb name. Suggestions? I want something that grows from territory and fealty, but creates structures...
Archways? Structures? Brickwork(ing)?
EDIT: I'm struck now that Building could be reframed as Smithing (which may need to be earlier in the tree since we have Smith specialists), and the later Smithing could become something else (Smelting, Bronze?)
This could also work - Smelting is probably the better of these two as a replacement for the later Smithing tech, because Bronze sounds like a Resource.
Please note that Melee 2 (not ranged 2) is hanging out on "Building" (Construction), and that Ranged 2 is hanging out on Duty (which is where Swordsmen would be). This is because I have always found the closeness of swordsmen and longswordsmen (and muskets!) is such that they are somewhat useless. I do not yet know if Melee 2 should still require copper (former iron), or if Ranged 2 should require it instead.
I've always found that Longswordsman -> Musketman was a much smaller gap. Because of the way the dependencies and other techs work out, it usually takes me a while to get from Swordsman -> Longswordsman. Though pulling it back gives us more room to have Melee 3 (Longswordsman) farther back, creating room before Melee 4 (Musketman).
I think early Ranged units don't require Strategics due to their defensive usefulness. Otherwise players who lack the right Strategics will have difficulty keeping themselves alive at this part of the game.
I'm good with Ranged 2 being later, because Composite Bowman always hits me before I expect it.
I think The Wheel of Time is great flavor for cultural stuff, especially since the first culture LP building is for the Doomseer! This could also be "The Pattern" if we needed it, as that flavor is good too. Note that I decided to put the Projection unlock here. I know we'd decided era 3 and 4 were good, but then I remembered that the Myth tree (with it's Dreaming subpath), unlocks in era 2! We should definitely make it possible for people to be using T'a'r given there's a social policy tree about exactly that in that era!
Totally cool, that makes a lot of sense.
Note that I got rid of Metal Casting in order to make room for Shipcraft. It seemed to me that we needed another Naval Ranged unit a little earlier in this era. I decided that it could take some of the trade-related stuff from Guilds (though not all of it).
That may have interesting knock-ons for early game military civs - it's harder for them to get to Shipcraft than it was Guilds, so it may be difficult for them to finance their armies. Still, not something we should compensate for until we know it's a problem.
Making room for Saidar was of course a concern, but luckily the flavor worked out that Civil Service could mostly translate right in! I think +Food and stuff is perfect for that. "Nov" is Novices-to-the-tower. Channelers get their first boost here. I should say that I kept Open Borders here in order to keep in mid-tree, but I really wanted to put it up on Shipcraft or something, but that felt rather out of the way for some civs.
We could put Open Borders on Apprenticeship if we wanted to move it elsewhere? That's still quite central and still requires the civ to go through Appraisal. They would be able to get to it without doing any of the Power techs then, but that seems ok.
Apprenticeship is sort of Metal-Casting meets Guilds.
Looks good.
Exploration is where I put in our second Naval Melee unit - earlier than in BNW. I think this is necessary. I think we could at least consider letting this melee unit cross oceans! (but *not* other units or embarking units). Alternatively (and probably better), we could let this unit *be able* to cross oceans once that next tech (in Era 4) is unlocked. Meaning, you won't have to buy a new upgrade for it, it'll just gain a promotion or something automatically. To this end, I was actually thinking that maybe we should unlock ship-based oceanic travel first (next column, i.e. one column "early"), but reserve embarking-ocean travel for the following column. Thoughts?
I think letting this unit cross oceans but at a reduced speed (like the Ironclad) could be a great start to exploration, particularly if it fulfilled the Exploration Ship role that we're discussing elsewhere (underpowered melee ship that makes up for it by being able to cross oceans). Totally agree that we could keep back Embarked ocean crossing.
I'd be inclined to keep ocean crossing as a restriction on unit types rather than letting some unit types do it sometimes and not others, mostly so it's easier to assess the capabilities of a foreign navy from a distance.
EDIT: I do recall now that you'd suggested Sextant as a tech. I was going to say one of these could be replaced by that, but now I see that it appears to be an 18th century invention, so perhaps not until far later. Anyways, noting it here.
Agreed, that can come up later!
Tutelage... better name? It and Hierarchy are currently identical to Education and Chivalry
Education is the tech of techs, so I'd be fine leaving that one the same.
In terms of changing Hierarchy, we could swap Range 2 (from Smithing) and Defense 2 around? Hierarchy is on the same row as Civil Service, so military units (Pikeman) do sometimes crop up at that height.
Tutelage seems like a pretty good name.
The next three techs I always found kind of lame in BNW, especially the artist-formerly known-as Steel. I've kept Smithing (Machinery) the same. Same with Siegecraft (Physics), though this one I definitely would prefer some other boost to it. For Sword Forms, I decided to attach the Production building (Forge) from Metal Casting here to make this more useful. Theoretically, we could take something from Hierarchy and put it in either of these last two, or else merge them and do something else with the tech.
Yeah, Steel can be underwhelming. I've always found Physics all right though (particularly if Notre Dame hasn't been built) because cities are usually becoming difficult to kill with Catapults by the time I get there. Still, it is a one-unit tech for most civs. Could this be a Warder upgrade point? Or does that make infinitely more sense on Sword Forms? (Or is it straight up too early?) If we add Warder Upgrade to Sword Forms, then we could move XP 2 onto Siegecraft?
What do you think?
So awesome! Thank you again for going through all of this with such a fine-toothed comb! A lot of what I've said above has been straight up agreement, because it's difficult to know with such a complex system what kinds of issues players might face with certain arrangements. Certainly it feels like your decisions have been building on BNW very well.
Hopefully you'll be able to use the Editor from here, since that offers a lot of flexibility for trying new arrangements. (Click and drag stuff around instead of needing to recreate all those lines in Excel!)
I probably won't have time for a full post tomorrow, but I'll try to add in placeholder units and buildings to the DropBox Tree so that we don't have to constantly translate from Swordsman to Melee 2 and so on. The Editor does let you duplicate units/buildings, which may be useful for this. (Or just rename the existing ones.)
I'll also see what I can do about generic abilities. I started working on that last week and made some headway in understanding how the system works. Unfortunately lemmy and CaptainBinky's approach isn't very amenable to unlocks that aren't themselves database entries (there's no "Trade route" entry anywhere - it's just a number attached to the tech). But it should be possible!




not possible.