45°38'N-13°47'E
Deity
I think it's to put some distance between the Despotism and Monarchy civics. I'm not sure how much difference there really is between despotism and some of the ancient monarchies.
@stoferb, I agree with Vokarya on this one.
I think it's to put some distance between the Despotism and Monarchy civics. I'm not sure how much difference there really is between despotism and some of the ancient monarchies.
45°38'N-13°47'E;12259469 said:Vokarya, everything looks great except for one thing. There's a bottleneck with Code of Laws-Philosophy-Meditation-Theology which are all religion-founding techs. We'll definetly have to split these up (or change founding-religion techs), because if you're the tech leader, you'll found all religions, don't you think?
You also need Literature to get to Philosophy, so that it breaks it up somewhat, but I see what you are saying. What if we add Music to the prerequisites for Theology? That would space it out a little more. I don't see anything else on the tree that is appropriate.

Religion "hogging" is very bad in AND because it still only has the base set of religions with the old tech tree pathing. So separating and breaking up the paths to each religion founding tech is a must do. Otherwise this glaring fault will never go away.
Sometimes you need to fudge on reality to help game play and this is most definitely one of those situations.
JosEPh

So when you say there are will be no skipable techs that includes horse back riding and archery and their derivatives? Having totally optional technology is good for gameplay and historically accurate(at least as far as riding and archery). I would actually like to see other tech moved to being more optional. Gunpowder comes to mind as a tech that shouldn't be required. Steam Power is another. No reason why a player shouldn't be able to skip steam power and the units and whatnot that go along with it and then pickup combustion later if they wanted. Or skip both of those and get fission/fusion down the line and just rock sailing ships and infantry till they get there if that's how they want to roll.
edit: Also along those lines why not for instance add some modern sailing ships with near strength of their coal/oil/nuclear powered counter parts minus speed. No reason why a civ skipping out on steam engines wouldn't put turrets on a sailing ship or skipping combustion put missiles on a sailing ship. Obviously this kind of thing would take more work but having these alternate tech paths would be quite interesting.
I play with this option too. It also ensures that most AI's found at least 1 religion and that the game has religious diversity. I do, however, miss the advantages of combining two or more different religion benefits. Thus I am very much looking forward to seeing the religions split into different tech paths.to stop that, I just use limited religions. i.e. you can't found a new religion, if you have an existing one, it works quite well. I've been tech leader, researched a religious tech, not gotten the religion, and had it founded later by an AI. The reverse is also true, an AI, with a religion, hasn't founded the religion, and I've researched it later, and founded that religion.
Seems to me its game play semantics, if you play with multiple religion founding, you're going to get that.
I disagree here. It was the option to choose different tech paths whilst ignoring others, based on circumstances that has always made civ a fun game throughout the series. Taking extreme approaches such as enforcing no skippable techs is never a good thing for any game. However I do not feel that there should be too many skippable techs; for example I do not agree that techs such as steam power, which was integral to the industrial age, should be skippable. However it should be possible to to research military science without going thru horse archery or elephant riding.I don't think it's good for gameplay to have skippable techs. The problem is that techs need to have content (or else they are just "filler" techs), but whatever content is there needs to be balanced against what else is available immediately or else it becomes too much of an advantage. Later content has to be better to keep research going (if the new stuff isn't better, why research?) but that rewards the player who does skip the skippable techs. I think making techs unskippable makes for better gameplay in the overall picture.
Ok, I will be looking forward to trying it out. Its always totally impossible to get a total grasp on the big picture until one has actually tried out the newer version which encompasses all the changes.45°38'N-13°47'E;12265276 said:My idea is that there shouldn't be totally skippable techs like it's now. I agree that different paths should be offered, but from what I see this is something that Vokarya is doing well with OR requirements and by weaving techs in different parts of the tech tree. For example weaving Mounted Archery in Cavalry Tactics is a very smart idea to allow different tech paths without making MA a totally skippable tech. After all, sooner or later you always research all techs or trade them with other civs. I don't think you've ever reached transhuman era without Mounted Archery. So having it skippable or having it woven into the tech tree like Vokarya is doing, doesn't force you along a predefined tech path but at the same time doesn't leave you totally ignorant in a field that, even if it hasn't been chosen by you as your tech path, you should be required to know one way or another, sooner or later. So I think I can say that this IS kind of a middle ground.
45°38'N-13°47'E;12265276 said:My idea is that there shouldn't be totally skippable techs like it's now. I agree that different paths should be offered, but from what I see this is something that Vokarya is doing well with OR requirements and by weaving techs in different parts of the tech tree. For example weaving Mounted Archery in Cavalry Tactics is a very smart idea to allow different tech paths without making MA a totally skippable tech. After all, sooner or later you always research all techs or trade them with other civs. I don't think you've ever reached transhuman era without Mounted Archery. So having it skippable or having it woven into the tech tree like Vokarya is doing, doesn't force you along a predefined tech path but at the same time doesn't leave you totally ignorant in a field that, even if it hasn't been chosen by you as your tech path, you should be required to know one way or another, sooner or later. So I think I can say that this IS kind of a middle ground.
I would like to see the dumb techs that I would personally never research like mounted archery get something else to make them worthwhile. Have MA give a food bonus to hunting camps for instance. If you force people to research the tech at least give them a token bit of usefulness. The reason people don't research some of that tech till its essentially free is because its useless completely and utterly useless I can't even think of the last time I used mounted archers.