Sureshot
Goddess
- Joined
- Feb 2, 2006
- Messages
- 3,771
Shadow Tech Tree Rework
First I went through moving around techs:
-Blasting Powder requires Iron Working and Engineering,
but theres more room around Iron Working than Engineering
-Honor and Deception moved with other religion techs since
theres no a lot of room where they were
-Machinery, since it required Bowyers and gives a unit that
longbows upgrade to
-Feudalism over to trade rather than its code of laws pre-req,
since feudalism provides a horse unit
I integrated Warfare with Archery line.. to help infuse the archery
tech line with some useful techs, military strategy came along as
well, both warfare and military strat had problematic spots before,
and military strat was required for precision anyways. made bowyers slightly cheaper.
I changed the prereqs on the religion techs:
-Orders from Heaven Requiring Feudalism. Order seems more about
following orders from your lord than about wisdom.
-Honor Requiring Way of the Wise. Empyrean is about wisdom.
-Deception Requiring Way of the Wicked.
-Corruption of Spirit Requiring Summoning. This means you need
Elementalism or Necromancy to start summoning Demons for their religion,
and makes summoning Hyborem later more sensical.
The main reason for these changes is to put those 4 religions farther
from each other. The 3 early religions are decently displaced, but before
these changes all 4 of the late religions where much too close together.
I changed the council membership availability to the Way of Wise of and
Way of Wicked techs, so theres a proper place for them without allowing
Grigori, for instance, to found the religions, but still able to adopt the councils.
I made Fanaticism require Feudalism rather than Code of Laws for a few
reasons.. to better synergize that tech line with Order, and so Vampires
had a more sensical path (no more Brujahs and Losha before Vampires)
I deleted Domesticate Elephants, and instead put what was in that tech
into Animal Mastery, and doubled the cost of Animal Mastery. Now its a
decent tech with proper costs for tier4 units. I also removed the ability
of horse archers to upgrade to War Elephants.. thinking it should be the
domain of capture Elephants only.
I shifted around the horse techs a bit:
-moved poisons up to there as well.
-renamed Stirrups to Leather Working and put it off of Trade. made
assassins require this tech instead, and halved the cost. now this tech
provides 2 units atleast.
-renamed Poisons to Acids and Poisons (acids are used in tanning and
leatherworking) and require Leather Working. made Shadows require this tech,
also doubled its cost.
I made Engineering lead to Guilds as a second option since it allows Guild
of Hammers, so makes sense that you can research guilds if you have that.
Generally these changes put things together a bit better i find.
At the top, you have the horse line techs, with a small recon bit keeping
assassins and shadows closer (so you're not researching all over the place
for proper ordering).
Next is the melee/mining line.
Then Siege line.
Then Ship line.
Then Archery line.
Then Recon line.
Then mostly economy and guilds.
Then Mages.
Then Disciples.
generally tiers of units follow tech lines (with fewer exceptions):
1st line of techs has no units.
2nd/3rd line of techs have tier2 units.
4th/5th line of techs have tier3 units
6th/7th line of techs have tier4 units.
And generally keeps some useful techs intermixed with unit lines so you're
not just researching plain techs for units (a big problem previously with
horse and archery lines).
Plus its generally pleasing looking, less odd lines going multiple techs in
disappearing behind other techs.
might be worth making way of wise and way of wicked more expensive.
Any feedback is welcome.
First I went through moving around techs:
-Blasting Powder requires Iron Working and Engineering,
but theres more room around Iron Working than Engineering
-Honor and Deception moved with other religion techs since
theres no a lot of room where they were
-Machinery, since it required Bowyers and gives a unit that
longbows upgrade to
-Feudalism over to trade rather than its code of laws pre-req,
since feudalism provides a horse unit
I integrated Warfare with Archery line.. to help infuse the archery
tech line with some useful techs, military strategy came along as
well, both warfare and military strat had problematic spots before,
and military strat was required for precision anyways. made bowyers slightly cheaper.
I changed the prereqs on the religion techs:
-Orders from Heaven Requiring Feudalism. Order seems more about
following orders from your lord than about wisdom.
-Honor Requiring Way of the Wise. Empyrean is about wisdom.
-Deception Requiring Way of the Wicked.
-Corruption of Spirit Requiring Summoning. This means you need
Elementalism or Necromancy to start summoning Demons for their religion,
and makes summoning Hyborem later more sensical.
The main reason for these changes is to put those 4 religions farther
from each other. The 3 early religions are decently displaced, but before
these changes all 4 of the late religions where much too close together.
I changed the council membership availability to the Way of Wise of and
Way of Wicked techs, so theres a proper place for them without allowing
Grigori, for instance, to found the religions, but still able to adopt the councils.
I made Fanaticism require Feudalism rather than Code of Laws for a few
reasons.. to better synergize that tech line with Order, and so Vampires
had a more sensical path (no more Brujahs and Losha before Vampires)
I deleted Domesticate Elephants, and instead put what was in that tech
into Animal Mastery, and doubled the cost of Animal Mastery. Now its a
decent tech with proper costs for tier4 units. I also removed the ability
of horse archers to upgrade to War Elephants.. thinking it should be the
domain of capture Elephants only.
I shifted around the horse techs a bit:
-moved poisons up to there as well.
-renamed Stirrups to Leather Working and put it off of Trade. made
assassins require this tech instead, and halved the cost. now this tech
provides 2 units atleast.
-renamed Poisons to Acids and Poisons (acids are used in tanning and
leatherworking) and require Leather Working. made Shadows require this tech,
also doubled its cost.
I made Engineering lead to Guilds as a second option since it allows Guild
of Hammers, so makes sense that you can research guilds if you have that.
Generally these changes put things together a bit better i find.
At the top, you have the horse line techs, with a small recon bit keeping
assassins and shadows closer (so you're not researching all over the place
for proper ordering).
Next is the melee/mining line.
Then Siege line.
Then Ship line.
Then Archery line.
Then Recon line.
Then mostly economy and guilds.
Then Mages.
Then Disciples.
generally tiers of units follow tech lines (with fewer exceptions):
1st line of techs has no units.
2nd/3rd line of techs have tier2 units.
4th/5th line of techs have tier3 units
6th/7th line of techs have tier4 units.
And generally keeps some useful techs intermixed with unit lines so you're
not just researching plain techs for units (a big problem previously with
horse and archery lines).
Plus its generally pleasing looking, less odd lines going multiple techs in
disappearing behind other techs.
might be worth making way of wise and way of wicked more expensive.
Any feedback is welcome.