Sorcery Tech Tree Suggestion

As a Dain fan, I really love this idea; I tend to bulb my way through the arcane tree to begin with, so it'd save me the headache of clearing out the node improvement techs before I hit sorcery.
 
That's actually my biggest issue with moving sorcery. As I said earlier, since you need 10XP on an adept to get a mage, there is a natural limiting process to how soon you can get a T3 unit even if there is no intermediate tech between KotE and Sorcery. However, with the Amurites' Cave of Ancestors, it is not difficult to get enough mana to get mages right off the bat...

wait, I just realized that the mana node techs would be after Sorcery, so you couldn't get enough mana off the bat, and the mage spam would still be limited. You could still do it with apprenticeship, form 'o the titan, conquest, 3 mana from the palace and one from a religious shrine, but that is a lot of side-teching and conditional stuff, so it'd be okay.
 
Yeah I am liking the KotE, Sorcery, then Mana Types, progression more and more as we discuss it. Mainly I think it would also retain the 'feel' of the nations for a while longer as they would be limited in mana and so more use of the palace types.
 
I'm thinking I'll probbably make it like that in my modmod. I already chose to make Priesthood sooner and Philosophy later (and more expensive, and the prereq for Republic and the Luonnatar), so I might as well play around with tech order a little more.

I was also thinking that it might be appropriate if Divination could be reached through either the arcane or divine route. I'll probably add a lot more OR requirements, in general. This may require drastically changing the graphical position of techs or else the tech tree would be quite chaotic.
 
Tried a game or two with it, and am enjoying it so far. Dain Sage push is pretty fun.
 
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