Tech Tree

About the tech required to advance an age:
First age
- The Runes
- Jewelry
- Bronzeworking
- Fortification

Second age
- Diplomacy
- The Court
- Steel Weaponry

Third age
- Trade posts
- Fortress building
- History
- Professional Armies

Fourth age
- Machines
- Alliances
- Military Training

This is a more minimalist-list for advancing through the ages, which I like better as it leaves freedom to not research some techs

Also I noticed that we have the White Council as a tech as well, that should be dropped in my opinion, maybe signal fires as well and instead add a 'Long distance communications'-tech (though with a shorter name :p )

Going through the list again, I think I want a different name for Armored Cavalry as well, the rest is ok (armored cavalry is the name of the unit, not the name of the tech that would enable it)
 
Also I noticed that we have the White Council as a tech as well, that should be dropped in my opinion, maybe signal fires as well and instead add a 'Long distance communications'-tech (though with a shorter name )

Maybe call it "Beacon Hills"?
 
This is what we have thus far:

Spoiler :
AGE OF THE STARS:

Fishing:
- Requries: AGE OF THE STARS
Sailing:
- Requires: Fishing
Farming:
- Requires: AGE OF THE STARS
Hunting:
- Requires: AGE OF THE STARS
Domestication:
- Requires:: Farming or Hunting
Woodworking:
- Requires: AGE OF THE STARS
Stoneworking:
- Requires: Woodworking
Mining:
- Requires: Woodworking
Fortification:
- Requires: Domestication or Stoneworking & Woodworking
Alphabet:
- Requires: AGE OF THE STARS
Copperworking:
- Requires: Mining
Jewlery:
- Requires: Copperworking
Bronzeworking:
- Requires: Copperworking

FIRST AGE OF THE SUN:
- Requires: Sailing, Domestication, Fortification, Stoneworking, Alphabet, Jewelry & Bronzeworking)

Horseback Riding:
- Requries: Domestication
Trade:
- Requires: Sailing, Alphabet &/or Farming or Horseback Riding
Stirrup:
- Requires: Horseback Riding
Archery:
- Requires: Fortification
Masonry:
- Requires: Fortification or Stoneworking
Tradition Keeping:
- Requries: Alphabet
Shipbuilding:
- Requires: Woodworking, Sailing &/or Trade
Diplomacy:
- Requires: The Court
Mounted Combat:
- Requires: Stirrup
Bowyers:
- Requires: Archery
Construction:
- Requires: Masonry
Monarchy:
- Requires: Tradition Keeping
Poetry:
- Requires: Tradition Keeping &/or Jewelry
Smithing:
- Requires: Bronzeworking
Ironworking:
- Requries: Bronzeworking
The Court:
- Requires: Masonry &/or Monarchy
Healing:
- Requires: Monarchy
Music:
- Requires: Tradition Keeping &/or Poetry
Armor:
- Requires: Smithing
Steel Weaponry:
- Requries: Smithing &/or Ironworking

SECOND AGE OF THE SUN:
- Requires: Shipbuilding, Diplomacy, The Court, Music, Healing, Armor & Steel Weaponry)

Navigation:
- Requires: Shipguilding
Treaties:
- Requries: Diplomacy
Naval Warfare:
- Requries: Navigation
Commerce:
- Requires: Navigation & Diplomacy or Treaties
Cavalry Tactics:
- Requires: Professional Armies
Sharpshooting:
- Requires: Bowyers
Heraldry:
- Requries: The Court, Healing &/or Music
Trade Posts:
- Requires: Commerce
Chivalry:
- Requries: Cavalry Tactics & The Court
Marksmanship:
- Requires: Sharpshooting
Engineering:
- Requries: Construction
Literature:
- Requires: Poetry
Professional Armies:
- Requires: The Court, Heraldry & Armor or Steel Weapons
Mithril Working:
- Requries: Iron Working & Smithing
Outposts:
- Requries: Naval Warfare &/or Trade Posts
Fortress Building:
- Requries: Engineering
History:
- Requires: Literature &/or Heraldry
Seige Warfare:
- Requires: Construction & Professional Armies
Infantry Tactics:
- Requires: Professional Armies

THIRD AGE OF THE SUN:
- Requires: Naval Warfare, Outposts, Fortress Building, History & Professional Armies)

Naval Tactics:
- Requries: Strategy & Naval Warfare
Great Trade Routes:
- Requries: Outposts &/or Trade Posts
Ballistics:
- Requires: Seige Warfare & Marksmanship or Fortress Building
Strategy:
- Requires: Professional Armies
Advanced Weaponry:
- Requires: Mithril Working &/or Infantry Tactics
Machines:
- Requries: Specialized Smithing & Great Trade Routes
Mastery Of Mounted Warfare:
- Requires: Heraldry, Chivalry & Military Training
Vassalage:
- Requires: Fortress Building &/or Strategy
Stewardship:
- Requires: History, Monarchy & Vassalage
Alliances:
- Requires: Vassalage
Military Training:
- Requires: Vassalage &/or Composed Armies
Composed Armies:
- Requires: Strategy &/or Advanced Weaponry
Weapon Mastery:
- Requires: Heraldry, Military Training & Advanced Weaponry
*Signal Fires (Strategic Communication):
- Requries: Alliances
*The White Council:
- Requires: Alliances
Total War:
- Requires: Alliances & Military Training or Weapon Mastery

FOURTH AGE OF THE SUN:
- Requires: Machines, *Signal Fires (Strategic Communication) & Total War)

Specialized Smithing:
- Requires: Weapon Mastery
The Peace:
- Requires: The White Council or Total War
Age Of Men:
- Requries: Machines & Specialized Smithing

------------------------------------------------------------------

* Name Change Pending, or Possible Removal

Armored Cavalry now renamed - Mastery Of Mounted Warfare - as discussed

Council Of Wises removed - as discussed


Now we need to put in what each requires and what each provides in the way of Bonuses, Resources and Units.
 
The arrows denotate or-requirements, not and-requirements (those are listed in brackets beneath). So Domestication needs either Farming or Hunting, but Fortification needs Domestication or Stoneworking AND woodworking. Also, as I've outlined above, I would like to keep the required techs for advancing an age as low as possible to give players freedom to beeline and not tech parts of the tree.

About Beacon Hills, I don't think I like that name. It's still more of a building than an advancement. I was thinking more along the lines of 'Strategic Communication' or something similar. It's requirements would be Alliances OR Military Training and it would be a AND requirement for the Fourth Age.
 
Hmm, misssed the suggestion for Armored Cavalry. Knighthood is good in principal, but isn't it a bit too synonimous with Chivalry? :dunno:
 
Since we have weapon mastery, the mastery suggestion makes sense. Now which one to pick:

Cavalry Mastery: short is good, but it sounds a bit convoluted.
Mastery of Mounted Warfare: A bit long, but I like this the best of the three. It says exactly what it should be and sounds good.
Mounted Warfare Mastery: Mastery of Mounted Warfare has a better ring to it IMHO.

Maybe
Mastery of Horses: no, they have mastered horses a long time ago, this is quite some levels above that.
Mounted Mastery: well it's shorter, but ehm, it sounds stupid.

I like Mastery of Mounted Warfare, let succinctness be damned.
 
Agreed with all above.

I think 'The Runes' needs to be changed to 'Writing', since neither the Sarati (first script ever) nor the Tengwar technically counted as 'runes'.
 
You're right about that. Didn't remember that and looked it up; it's definately an alphabet, not runes. Maybe change The Runes to Writing (or Alphabet) and add The Runes somewhere else (or drop it alltogether, but I think I would like them in)
 
Can we please discuss which techs are needed for advancing an age?
About the tech required to advance an age:
First age
- The Runes
- Jewelry
- Bronzeworking
- Fortification

Second age
- Diplomacy
- The Court
- Steel Weaponry

Third age
- Trade posts
- Fortress building
- History
- Professional Armies

Fourth age
- Machines
- Alliances
- Military Training
[edit]- Strategic Communications [/edit]

This is a more minimalist-list for advancing through the ages, which I like better as it leaves freedom to not research some techs
 
I'll put in The Runes as Alphabet, since we have Literature, Poetry and Music later on.

Still don't like it really, since Tengwar is not technically an alphabet. [/langnerd]

I kind of think we need more necessary techs, otherwise you can just research a few and have a lot of unreasearched techs left when you advance (unless there's a lot of prerequisites and stuff).
 
I have yet to finish putting in the prerequisites based on what Sengir has mentioned. I got caught up in the city lists. I'll get back to it, I promise. Personally, I like the thought of having all techs before advancing, but I like the list.

Unless we want to have a large amount of Techs, then we are not going to be able to continuously add techs and some of us are going to be disappointed. We need to decide how large of a Tech Tree we really want here.
 
I only checked Sarati which is the first and a alphabet, if I understood that text right.


About the techs: you won't be able to leave everything behind, but some military techs can be postponed for a long time if we use the suggestions I made (for example, the horses line can be skipped altogether, or the archery line. It can make sense for some civs, but for others there will be incentive enough to follow that line anyway).
 
I wouldn't mind some more techs, as long as we can think of proper names for them and not simply add techs for the sake of adding techs.
 
I finished puting in all the requirements.

It now stands as thus:

Spoiler :
AGE OF THE STARS:

Fishing:
- Requries: AGE OF THE STARS
Sailing:
- Requires: Fishing
Farming:
- Requires: AGE OF THE STARS
Hunting:
- Requires: AGE OF THE STARS
Domestication:
- Requires:: Farming or Hunting
Woodworking:
- Requires: AGE OF THE STARS
Stoneworking:
- Requires: Woodworking
Mining:
- Requires: Woodworking
Fortification:
- Requires: Domestication or Stoneworking & Woodworking
Alphabet:
- Requires: AGE OF THE STARS
Copperworking:
- Requires: Mining
Jewlery:
- Requires: Copperworking
Bronzeworking:
- Requires: Copperworking

FIRST AGE OF THE SUN:
- Requires: Sailing, Domestication, Fortification, Stoneworking, Alphabet, Jewelry & Bronzeworking)

Horseback Riding:
- Requries: Domestication
Trade:
- Requires: Sailing, Alphabet &/or Farming or Horseback Riding
Stirrup:
- Requires: Horseback Riding
Archery:
- Requires: Fortification
Masonry:
- Requires: Fortification or Stoneworking
Tradition Keeping:
- Requries: Alphabet
Shipbuilding:
- Requires: Woodworking, Sailing &/or Trade
Diplomacy:
- Requires: The Court
Mounted Combat:
- Requires: Stirrup
Bowyers:
- Requires: Archery
Construction:
- Requires: Masonry
Monarchy:
- Requires: Tradition Keeping
Poetry:
- Requires: Tradition Keeping &/or Jewelry
Smithing:
- Requires: Bronzeworking
Ironworking:
- Requries: Bronzeworking
The Court:
- Requires: Masonry &/or Monarchy
Healing:
- Requires: Monarchy
Music:
- Requires: Tradition Keeping &/or Poetry
Armor:
- Requires: Smithing
Steel Weaponry:
- Requries: Smithing &/or Ironworking

SECOND AGE OF THE SUN:
- Requires: Shipbuilding, Diplomacy, The Court, Music, Healing, Armor & Steel Weaponry)

Navigation:
- Requires: Shipguilding
Treaties:
- Requries: Diplomacy
Naval Warfare:
- Requries: Navigation
Commerce:
- Requires: Navigation & Diplomacy or Treaties
Cavalry Tactics:
- Requires: Professional Armies
Sharpshooting:
- Requires: Bowyers
Heraldry:
- Requries: The Court, Healing &/or Music
Trade Posts:
- Requires: Commerce
Chivalry:
- Requries: Cavalry Tactics & The Court
Marksmanship:
- Requires: Sharpshooting
Engineering:
- Requries: Construction
Literature:
- Requires: Poetry
Professional Armies:
- Requires: The Court, Heraldry & Armor or Steel Weapons
Mithril Working:
- Requries: Iron Working & Smithing
Outposts:
- Requries: Naval Warfare &/or Trade Posts
Fortress Building:
- Requries: Engineering
History:
- Requires: Literature &/or Heraldry
Seige Warfare:
- Requires: Construction & Professional Armies
Infantry Tactics:
- Requires: Professional Armies

THIRD AGE OF THE SUN:
- Requires: Naval Warfare, Outposts, Fortress Building, History & Professional Armies)

Naval Tactics:
- Requries: Strategy & Naval Warfare
Great Trade Routes:
- Requries: Outposts &/or Trade Posts
Ballistics:
- Requires: Seige Warfare & Marksmanship or Fortress Building
Strategy:
- Requires: Professional Armies
Advanced Weaponry:
- Requires: Mithril Working &/or Infantry Tactics
Machines:
- Requries: Specialized Smithing & Great Trade Routes
Mastery Of Mounted Warfare:
- Requires: Heraldry, Chivalry & Military Training
Vassalage:
- Requires: Fortress Building &/or Strategy
Stewardship:
- Requires: History, Monarchy & Vassalage
Alliances:
- Requires: Vassalage
Military Training:
- Requires: Vassalage &/or Composed Armies
Composed Armies:
- Requires: Strategy &/or Advanced Weaponry
Weapon Mastery:
- Requires: Heraldry, Military Training & Advanced Weaponry
*Signal Fires (Strategic Communication):
- Requries: Alliances
*The White Council:
- Requires: Alliances
Total War:
- Requires: Alliances & Military Training or Weapon Mastery

FOURTH AGE OF THE SUN:
- Requires: Machines, *Signal Fires (Strategic Communication) & Total War)

Specialized Smithing:
- Requires: Weapon Mastery
The Peace:
- Requires: The White Council or Total War
Age Of Men:
- Requries: Machines & Specialized Smithing


We still have to make decisions on:

The White Council: Leave In or Remove
Signal Fires (Strategic Communication): Which are we using?
Alphabet has now replaced The Runes.

Well, we could do:

Runes
Alphabet
Writing

In regards to keeping The Runes or Runes. Runes in AGE OF THE STARS, Alphabet in AGE OF THE STARS - with RUNES as a prerequisite, Writing in SECOND AGE OF THE SUN with alphabet as a prerequisite - Leads to POETRY.
 
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