Is your problem about the name (my grammar mistake) or the content?High School, with a hyphen no less? I don't like that at all.
I had a couple thoughts about the Tech Tree and the Spaceship.
1. Should Railgun be required, perhaps as a prerequisite to Orbital Flight? If you queue up all the technologies required to build the Spaceship, Railgun is the earliest that is not selected. Railgun currently only leads to Warmachines. I decided to count how many techs you can skip to complete the spaceship, and AND actually has fewer skippable techs than BTS, despite a much larger overall tree. I'm not saying you should have to complete the entire tree to build the spaceship, but I wouldn't want to leave too many techs behind.
2. Would it hurt very much to move the SS Casing up to Megastructure Engineering? It's currently at Superstrong Alloys, which has 5 other tricks: Durasteel Plant, Extraction Facility, Peace Maker, Siege Droid, and Space Elevator. Megastructure has Arcology, Fusion Carrier, and the free Great Engineer. I'd actually be willing to trade the GE back to Superstrong Alloys in exchange for both the Space Elevator and the SS Casing. I'm in favor of clustering the spaceship parts together to minimize the impact one super-city could have on completing the ship. The closer together the enabling techs are, the easier it is for several less-productive cities to catch up with a smaller number of super-cities.
The current spacing is two parts at Transhuman-3: the Casing at Superstrong Alloys and the Cockpit at Holographics; four parts at Transhuman-5: the Stasis Chamber at Cryogenics, the Docking Bay at Space Colonies, the Life Support at Organic Cities, and the Engine at Shielding; and one part saved for Transhuman-6: the Thrusters at Interstellar Travel. Megastructure Engineering is on the path to Organic Cities, so it doesn't add any additional techs to the overall requirements package.
I like skipping more techs, so you are forced too be weak while streamlining to it and neglect certain key technologies.
I'm not sure who else consults with you intensively, so just let this be a token, but I have to push back against you here. TechCommerceChanges is a tool, and sometimes advances just don't require any infrastructural investment, they show up because people change their behaviour.Actually, I don't very much like the feature of techs boosting building commerce. It feels to me forced and inelegant; I'd rather have an actual new building. I don't even really like splitting Museum across Scientific Method/Archeology. But you have picked up some of the problem techs.
I'm not sure who else consults with you intensively, so just let this be a token, but I have to push back against you here. TechCommerceChanges is a tool, and sometimes advances just don't require any infrastructural investment, they show up because people change their behaviour.
A TechCommerceChanges lets you the designer balance some things against others with regard to the hammer costs. Can't be a good reason not to use them at all.
Sometimes it bugs me that Stone Tools, Fishing, Hunting, and Ritualism aren't just free for being a living body of Humans. Though it actually requires Stone Tools on the tree to use the latest option I suggested for Ancient F6.
Avoid if possible, use when essential.I like to say I have the aesthetic sense of a razorblade. The fewer bullet points the better, and there's so only many mechanics to work with, so if I have to choose between giving a bonus to existing building A and creating new building B with lower stats, or amping up new building B, I'm going to go with the latter option. Plus once you start, where do you stop? University could theoretically be boosted by any number of techs, but I'd rather use it as a prerequisite for additional buildings, not just layering on bonuses.
TechCommerceChanges is a tool, and sometimes advances just don't require any infrastructural investment, they show up because people change their behaviour.
University could theoretically be boosted by any number of techs, but I'd rather use it as a prerequisite for additional buildings, not just layering on bonuses.
Yeah, I usually bee line to Flintlock and pretty much ignore Matchlock. I typically use a lot of light cavalry and want to upgrade my Riders to Lancers ASAP. This would certainly provide more time for Arquebusier to be useful before Musketmen.So I think we should move Flintlock to Matchlock + Leadership + Chemistry.
Agree with this one as well. Suggest an "Armored Cruiser" or the like, using a skin similar to Iron Frigate, but without the masts and coal stacks instead (or just a smaller version of the Ironclad Battleship).I'd like Man'O'War to be the first Cruiser rather than the first Battleship, but I think it would mean adding another unit to fill the gap between the Man'O'War and the Battlecruiser.