Another question.
Is there room for Colonialism as a Renaissance Era tech, or is it too close to Mercantilism?
I'm looking for some new Renaissance tech ideas because we're getting rid of two current techs:
I think appropriate requirements would be Leadership and Navigation or Mercantilism (Mercantilism requires Navigation) depending on which side of Mercantilism we want Colonialism to be on. The two concepts coexist in the mid-Renaissance. For tricks, Colonialism could take the Colonist from Navigation, the East India Company and Interventionism civic from Mercantilism, and possibly the Galleon if Colonialism is after Mercantilism.
Is there room for Colonialism as a Renaissance Era tech, or is it too close to Mercantilism?
I'm looking for some new Renaissance tech ideas because we're getting rid of two current techs:
- Divine Right is moving to the Medieval Era.
- Naval Cannon is also on its way out. It's a concept without very much room to grow, and I don't very much like narrow military techs. Moving the ships that are currently there up to Naval Tactics would open up some room between the early Renaissance ships (Caravel/Fluyt/Brigantine) and their immediate upgrades (Sloop/Galleon/Frigate). Flintlock is holding Naval Tactics in place, so removing Naval Cannon won't affect the placement of any other tech.
- (Oil Painting is also going away, but Perspective is moving up from the Medieval Era to replace it.)
I think appropriate requirements would be Leadership and Navigation or Mercantilism (Mercantilism requires Navigation) depending on which side of Mercantilism we want Colonialism to be on. The two concepts coexist in the mid-Renaissance. For tricks, Colonialism could take the Colonist from Navigation, the East India Company and Interventionism civic from Mercantilism, and possibly the Galleon if Colonialism is after Mercantilism.