Tech Tree

Somehow I was pretty sure that I posted in this thread but it seems to have disappeared.

I also like something Rangery for Arnor, but that doesn't mean we can't have Watchtower fortification for them as well.
 
Also, I think shaft mining is what speaks most to the imagination/is the best known, so I think we should go for that. The Endless Stairs should qualify as a shaft I'd presume :D
 
Also, I think shaft mining is what speaks most to the imagination/is the best known, so I think we should go for that.
 
3 minute later double post. Interesting. I am also having problems of my posts not actually posting. So now, before posting I copy my post, so I don't have to remember and rewrite everything again.

Also, would the Shaft Mines be something else of an Improvement to build, or would they just upgrade regular mines like villages-to-towns do?
 
The double post is especially weird because I did it from two different computer :crazyeye: (my laptop connection went down, so I checked whether the message came through, and as it didn't show, I retyped it from my regular computer. Apparently the laptop, which I shut down immediately after losing connection, was still able to get the message through...)

I think that we should keep Shaft Mining as a tech only, making it give hammers extra output (+1 hammer for example, maybe +1 hammer +1 commerce) and not having an extra improvement to implement.
 
What I currently have:

Spoiler :
Core Tech Tree:

Race/Civ Techs:

- Khazad: Longbeards: Shaft Mining, Mithril Smithing
- Khazad: Broadbeams & Firebeards: Expert Mining
- Quendi: Noldor: House of Feanor: Gem Cutting
- Quendi: Noldor: House of Fingolfin: Leadership
- Quendi: Vanyar: Ancient Lore (the only universities available?)
- Quendi: Teleri: Great Travels
- Quendi: Sindarin: Nature Empathy
- Angband: Elven Corruption
- Mordor: Desert Survival
- Angmar: Coruption of the Dead (Barrow-Wights)
- Isengard: Industry, Uruk Breeding
- Rohirrim: Culture of Horses/Horseback Culture
- Dunlendings: Survival
- Haradrim: Mumakil Training, Pirating?
- Easterling: Charioteering
- Numenor: Mariner Traditions, Advanced Construction
- Gondor: Advanced Construction
- Arnor: Pass Without Trace (Dunedain Rangers), Watchtower Fortification
- Northmen:

Alignment Techs:

- Evil: Slavery
- Neutral: Cultural Tolerance
- Good:

Religious Techs: - requires correct Alignment/Race/Civ

- Good: Light of Aman
- Dwarves: Teachings of Aulë
- Neutral: Guidance of the Valar
- Shadow: Corruption of Melkor


T F had some good ideas as well. Think up some names and we can modify my list as appropriate. Also, depending on how Religion discussion goes, those might just tie into the Alignment Techs.

On the topic of a Good Alignment Tech, we still need something there.
 
I wasn't considering the possibility of more. It never occured to me. That is an idea we could discuss. That would indeed be cool.

On Advanced Construction: It already is for Gondor. Did you mean Arnor and Numenor? That would make sence if we did.
 
Oh sorry, I meant Numenor. Arnor is not necessary I think because they have the watchtower and rangery tech. I think especially for the ships, it should be a path of research so we can have more ships in there while not having to put them all in one tech. Maybe this can also work for the others, but I'm not sure.
 
Agreed on ships, there should be a fairly good-sized path (2-4 techs probably) for them available to the Teleri and Númenor - each tech would grant each civ an individual unique unit.
Perhaps we should expand the idea elsewhere - Khuzdul civs get a good Mining/Smithing path, Noldor get Metalworking, Sindar get some kinda forest thing, Gondor should get a longer Construction path (since Númenor gets ships), Rohan (and maybe the Easterlings with their chariots) should get more horse-unit techs, Isengard should probably get some sort of Industrial path, maybe Arnor and the Northmen get something about archery... have I left anything out?
 
Yeah, but some names first, otherwise we keep changing things.
 
Okay. So we have a few decisions to make. Are we going to make every CIV even with the number of extra Techs they get or, can some have more and others less. Then we need to decide what each Civ gets. We will do this by going at it, 1 Civ at a time (although we may decide to move some stuff around as well go). We then do the Alignments Techs and then the Religious ones. We will work on this in that order, so if you have ideas regarding 1 of these, write them down.

So here goes, Decision #1:

#1: Equality in the number of Techs.

#2: Differences in the number of Techs to show more specializing.
 
I would not go for equality in techs, in fact, I think we might go overboard with the number of civ-specific techs we have now. Not every civ needs a tech for it's own and if we add a civ-specific tech, it should enable something really good, as there is a big price to be paid (you have to research the tech and will never be able to trade it). Also, I think that a lot of units (including UU) can be placed on the tech allready, without adding a civ-specific tech. Otherwise I'm going to call these techs UT's from now on :D
 
I wouldn't do it for all of them, as some are really replacements for regular units. It should work for units that are not replacements though.
 
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