The current setup has minimal mouse movements to get to all the techs. Yours means I am going to have to move the mouse a lot more. Just saying.
Oh come on


The current setup has minimal mouse movements to get to all the techs. Yours means I am going to have to move the mouse a lot more. Just saying.
Well, unless you have changed the stats of chasers/scouts in your modmod, scouts are better than chasers against animals and subdue just as well until hunter 2 promotion is unlocked. A freshly built scout has 1.3 strength and 100% vs animals; while chasers have 0.7 strength and 200% vs animals. Terrain defense and promotion with % buffs greatly improves a scouts survivability while it marginally helps a chaser. The scout has a much greater survival rate when meeting humanoid barbs giving him a lot of usability.I'm not sure I understand what you mean... Scouts aren't that useful, they are marginally better than Wanderers, and Chasers are better than Scouts to fight animals (and possibly get a Master Hunter animal).
Well, unless you have changed the stats of chasers/scouts in your modmod, scouts are better than chasers against animals and subdue just as well until hunter 2 promotion is unlocked. A freshly built scout has 1.3 strength and 100% vs animals; while chasers have 0.7 strength and 200% vs animals. Terrain defense and promotion with % buffs greatly improves a scouts survivability while it marginally helps a chaser. The scout has a much greater survival rate when meeting humanoid barbs giving him a lot of usability.
Chasers are good and all but many players skip building them because the more useful scout is unlocked in the next tech. This would be the strongest argument for moving scouts to games instead of the tracker.
I often, after discovering pers. hunting, delayed the invention of tracking until after cultural heritage because chasers do a good enough job. ^^
Hope you increased their withdrawal rates; or else scouts would be completely useless in your modmod and trackers/hunters would have to escort them to every tribal hut on the map. ^^Oh, OK, thanks for the clarification. Yeah, Scouts in the modmod have been reduced to 1(0,7 with SizeMatters) so that they aren't better than Chasers
(now I think about it they are identical to Wanderers now though... I guess I'll remove the Hunter Sight 1 free promotion from Wanderers so that Scouts are actually better).
a radical answer would be, since it's so appropriate for much of the prehistoric era at least, use no arrows at all and just AND icons exclusively. It's like... you know in the base game...
What happens if you take one of your style assumptions and reverse it: Putting techs on the same row shouldn't exclude drawing a line, it should be the primary time to use it. And this, because you can't communicate things with the grid. People cannot process the tree like that because of the spacing. If the spacing could be redone, maybe the mind could be coerced into using the tree that way, but in this , it can't.
C2C's tech tree is also very dense, so whereas arrows across time were quite helpful in base game, they're just not an option for it in 80% of cases. So imagine if you represented all the prereqs as strictly conjunctive (which they are for all of prehistory), and now your task is to pick y-coordinates for those techs to allow the -most- arrows to be drawn, and have no line crossings? Drawing arrow by expanding one of the conjunctive prereqs of a tech into an arrow.
I notice you also pushed the techs around the x-axis. Didn't that involve updating the entire tree to push it futureward? Wasn't that development-time-consuming? Is there a utility to ease that? Or is it... not time-consuming?
Problem is, you can only have 1 arrow going to a tech (remember, max. 1 tech in PrereqOr). So I'd rather use it to point prereq tech from other rows.
While I also think your version looks way better, it causes another problem: Currently, all techs have costs according to their x-Position in the tree. If you spread them out more, moving techs around will be a hell of maintenance since you not only have their position in your tree, but also keep in mind which x-value they had to adjust the costs.
While I also think your version looks way better, it causes another problem: Currently, all techs have costs according to their x-Position in the tree. If you spread them out more, moving techs around will be a hell of maintenance since you not only have their position in your tree, but also keep in mind which x-value they had to adjust the costs.
1) Tech Bar Auto Adjustment
2) Shows Selected Eras
3) Hide/Show Researched Techs
Not sure I understand. Yes, some tech were moved on the X axis, which makes it slightly less obvious to guess the cost of a tech, but the difference remains limited (I'd say you shouldn't find a tech more than 20% cheaper on a later iGridX than a another tech) and this is something that is already true with the current tree (ex. Chariotry is three columns earlier than Soap Making but has a base cost of 105 vs. 85 ; Fire Making is earlier than Canine Domestication but has a cost of 50 vs. 30...).
If you're talking about adjusting tech cost according to the new tree, well, that's certainly easily doable but I won't take myself the initiative of doing that![]()
No that's not what I meant. As the tree is now, a tech as a x-position. Then the costs for techs is a function of this x value; same is true for buildings and units costs.
Let's say we have a tech that has the x-value of 40 and that a building in it has a cost of 40²=1600. If you move around your tech tree (it looks way more expanend) then the tech ends up with an x-value of 50. The costs for the unit is still 1600 - which is ok; after all, you will need the exact same time to reach this point as before since you only moved stuff around and not adjusted values.
Then, after some time since your tree was introduced, we move around techs,change prereqs etc and now the unit ends up with an x-value of 60 instead of 50 in your tree. Now... what should be the costs for it now? 60²? No, it wasn't 50² before that. We can guess that it would be around 45², or we can look it up in a table we have to make before.
I'm not against it, it is just more complicated than simply moving techs around. I'd even suggest that units and buildings should not have a fixed cost based on x-value WITHOUT EXCEPTION, but rather have the X-Value as a guideline. If a Basket Ball Field and the Minor League Station were at the same x-value, they should NOT be equal IMO. More complex buildings on the same x-position should cost more than simple ones.
I'm currently looking at the TechInfos file and thought it could be a good opportunity to redraw a bit the tech tree - I find the current version very confusing with all the lines crossing in every way (it took me several games to figure out that SedLifestyle did not require Celebration for instance...).
I tried to reorganize a bit the tree, starting with Prehistoric era. Of course I kept every tech requirement the same, only the positioning of the tech window and the lines are changed.
There are heavy limitations on how one can draw the tree (since the arrows are only for PrereqOr, you can only have one if you have no optional prereq tech; I tried putting several techs in both PrereqOr and PrereqAnd, it works but messes up a bit the prereq entry in the Pedia so it's no good), but I tried to follow as much as possible these guidelines:
- No crossing lines or lines behind tech windows (cf. the aformentioned Celebration trick due to the line from Conduct to SedLifestyle)
- A tech shouldn't have a prereq tech on the same column (or after), only in a previous column (cf. Trapping/Tracking in the current tree)
- Two techs on the same row following each other means that the second one requires the first (and there's no arrow in between). Arrows are used for a prerequisite tech on a different row.
It's not possible to have those rules always enforced (especially the 3rd), but they should be more often than not. If you wonder how to get a given tech, looking for any tech pointing at it and/or earlier on the same row should most of the time be right.
It was hell to tweak each tech individually several times, but here's the best result I could get:
Spoiler :![]()
Before I go any further, I'd like to know if you have any comment!
I don't like that Language is in the 2nd column. I thsould be in the first. Also why's it have no links at all?