Machine Tools: We've discussed this before. Machine Tools overlaps so much with Steam Power/Assembly Line/Industrialism/Manufacturing that no matter where it goes, it is going to be weak. It's a very easy cut to make. Removing Machine Tools from the central chain of the Industrial Era is one of the factors that leads to two columns' worth of collapse on the F6 screen.
- Tricks: Cannery goes to Steam Power. Drydock goes to Screw Propeller. Screw Propeller is the naval construction tech of the Industrial Era.
Thermodynamics: I believe that "pure science" techs are some of the most difficult techs to find tricks for. Chemistry-related and biology-related techs do better, but mathematics and physics techs have it very difficult. Thermodynamics has to rely on two National Wonders to get to the two-trick threshold.
- Tricks: Ironworks goes to Steel. Cement Mill goes to Assembly Line. There are no Cement-required buildings available yet, but Cement is also supposed to serve as a substitute for Stone when building a Paved Road.
Public Health: I have found that there is very little room for more than one medical tech per era. Ancient Era gets
Naturopathy. Classical gets
Ancient Medicine. Medieval gets skipped. Renaissance gets
Anatomy. Industrial gets
Medicine, and Modern gets
Antibiotics. Public Health is going to overlap with Medicine and Biology to the point where two tricks exhausts it.
- Tricks: Water Treatment Plant goes to Organic Chemistry. I'm trying to mix up Biology and Organic Chemistry. Subsidized goes to Medicine. I don't want Subsidized and Socialized at the same tech.
Agricultural Engineering: Farm techs are another problem. They are usually easy to find tricks for, but it is very difficult to tie them into the rest of the Tech Tree. Even
Agriculture has problems. It is only absolutely required for
Agricultural Tools and
Crop Rotation. AT and CR, in turn, are only required for Agricultural Engineering, and AE is only required for
Ecology. These long jumps are not a good sign. AE also has so much overlap with Biology and Organic Chemistry that I'm willing to shred it.
- Tricks: All improvement bonuses and Cereal Mills go to Organic Chemistry. Grain Silo goes to Biology. It doesn't go to OC so that OC doesn't get everything. Also, Fertilizer Plant loses its Agricultural Engineering requirement and its Chemicals resource requirement. Chemical Plant gets moved up to Plastics.
Refining: Refining is practically all about Oil. Oil is important, but I don't think it deserves an entire tech. It's much better rolled into Combustion.
- Tricks: Well moves to Explosives. Raw Oil can power Railroads and Steamers. Oil Refinery and Rubber Factory move to Combustion. Rubber Factory also gets a Chemicals option and Rubber Plant is deleted entirely.
Labor Union: This plus Marxism is one tech too many. I'm rolling them both together and calling the result
Socialism.
- Tricks: Labor Union, Peace Movement, Socialized, and Welfare Office all move to Socialism.
Repeating Weapons: We have enough military techs as it is. 13 of the remaining 40 techs in the Industrial Era are ADVISOR_MILITARY. I also prefer "strategy" techs (Warfare, Siege Warfare, Chivalry, Leadership, Military Science, Logistics) over "weapons" techs (Chariotry, Armor Crafting, Repeating Weapons, Automatic Weapons). Strategy techs are more likely to cross over and have non-military tricks as well. I am keeping Automatic Weapons. That has a place as a gateway tech before the war machines (Tanks, Fighters) start to appear.
- Tricks: Gatling Gun is moved to Artillery. Gun Turret, Trench I, and the commerce bonus to Camps are moved to Automatic Weapons.
Mass Transit: What I really want to do is balance out corporations between the Industrial Era and Modern Era. In BTS, there are 7 corporations. Three require only Industrial techs (Creative Constructions, Mining Inc, Sid's Sushi) and the other four require Modern Era techs. At the moment, we have four Modern Era corporations (Adventure Tours, MallWart, Mapster, MileHigh Travels) and the other NINETEEN are Industrial.
MoonBeam Coffee is one that I think can be sent to the Modern Era. Without Moonbeam, Mass Transit is nearly exhausted. So I'm mostly folding it into
Logistics.
- Tricks: Public Transportation moves to Automobile. (Otherwise, Automobile is just about all military units.) Highway and the commerce bonus from Lumbermill move to Logistics.
Public Schooling: This is another exhausted tech. School is the only trick I consider germane to this tech. Public Schooling is also very nebulous in its placement. It could theoretically show up as early as the late Renaissance (the Prussians had public education in 1763, which is pre-Industrial Era). Another strike against Public Schooling as a separate tech is its only exit point is
Globalization, which is a little weak.
- Tricks: Atheist moves to Psychology. School moves to Relativity. Relativity was the only Industrial Era tech with only two tricks. With this move, every Industrial tech has 3.
Armored Vehicles: This is another of the narrow military techs that I want to get rid of.
- Tricks: Armored Car, Destroyer, and Early Tank move to Automobile. Early Destroyer is outright deleted. Destroyer's stats get reduced to Strength 36 and Speed 7. It's still slightly more powerful than Submarine, and before better subs can show up, the Missile Destroyer is on the scene.
Modern Art: I already deleted Romanticism and Realism and Modern Art should have already gotten the same fate. Art movements make poor technologies because of the trap they fall into. The only good tricks you can get out of them tend to be Wonders and maybe a Great Person. New artistic media (Sculpture, Oil Painting, Photography, Motion Pictures, Holographics) usually bring a building to the table which is much better.
- Tricks: Cristo Redentor is moved to Propaganda. Bauhaus School is moved to Industrialism. Industrialism is pretty high on tricks right now, but I think Wonka Confectionaries is another good choice to send to the Modern Era. Modern Art Theatre is deleted. It's a second Globe close to the first (not a good thing) and the Industrial Era is overstocked on National Wonders. The Industrial Era has 18 NW and should only have 13 by weighted average. Removing Rubber Plant and Modern Art Theatre will get it closer to average. The culture bonuses to buildings are also deleted. I only included them to make the tech interesting and avoid "second verse, same as first" when I included the tech.
Rocketry: Industrial Era Rocketry, in my opinion, is "not ready for prime time".
Bazooka can stay with Mechanized Warfare, and I don't have problems with moving
Aluminum Co to the Modern Era. Just about everything that demands Aluminum is Modern Era.
- Tricks: Missile moves to Aviation. Aluminum Co and the Rocketry name, icon, and quote move to the Modern Era replacing Advanced Rocketry.
Submarine Warfare: This tech squeaks by the two-trick-minimum rule by the thinnest of margins. It has to cobble together its second trick from a promotion and a unit that isn't available until half an era later (Missile Destroyer).
- Tricks: Submarine moves to Radio. Sonar moves to Radar.
Guerilla Warfare: This tech doesn't make much sense without an actual Guerrilla unit. But I don't think we want any Hidden Nationality units either. This is better folded into other techs.
- Tricks: Howitzer moves to Combined Arms. Combined Arms is a rename of Amphibious Warfare, combining multiple military units together under one tech. Combined Arms is used as a tech in other Civ games. In Civ2, it requires Advanced Flight and Mobile Warfare and enables Helicopters and Paratroopers. In Civ5, it requires Ballistics and Combustion and enables Tank and Anti-Tank Gun. Ambush I promotion moves to Mechanized Warfare. National Redoubt moves to Fascism, but I could also delete it completely.
Naval Aviation: I would have gotten rid of this a long time ago if it hadn't been for
Seaplane. Seaplane is about the only thing keeping this above the 2-trick viability threshold. It joins Guerrilla Warfare under the
Combined Arms banner.
- Tricks: Carrier and Seaplane move to Combined Arms.