Tech Trees Help

Castaras

Chieftain
Joined
Mar 30, 2010
Messages
22
Location
Britain
Hi, I've been playing ToT original for a while now, and have decided to brave the Sci-Fi and Fantasy scenarios. However, the research confuses me, and I can't find the tech tree posters that came with my game. :( I've been searching on google for any uploaded tech trees, but can't find them anywhere. Anyone know where I can get myself a digital version of the tech trees?

Edit; And I've also noticed that the ToT editor download link is no longer working. Anyone know of another place I can download that?
 
What do you need to know?

Just if there's anywhere I can get a digital version of the tech posters that came with my version of ToT. There were 2, maybe 3 (been a while since I last played ToT) with Original, Extended Original, Fantasy and Sci-Fi tech trees. Still have the terrain booklet (which is not as useful, but still good for planning for city sites), but can't find my tech trees anywhere. :(
 
The Fantasy game has a nearly identical tech tree to the original game, though all of the names have been changed. The main difference is that military units you can build depend on what faction you're playing as and not all military techs make units available to all factions, e.g. I be;ieve that Beast Dominion will provide a new unit to all factions except the Merfolk.

The science fiction games has a very different tech tree. You can build factories (workshops) within a few techs of the start and the Pyramids (Nutri-Net?) doesn't come about til mid game and quickly becomes obsolete.
 
The Fantasy game has a nearly identical tech tree to the original game, though all of the names have been changed. The main difference is that military units you can build depend on what faction you're playing as and not all military techs make units available to all factions, e.g. I be;ieve that Beast Dominion will provide a new unit to all factions except the Merfolk.

The science fiction games has a very different tech tree. You can build factories (workshops) within a few techs of the start and the Pyramids (Nutri-Net?) doesn't come about til mid game and quickly becomes obsolete.
In the Fantasy game, only Goblins and Infidels can research Fanaticism. Any other civ that wants it has to steal it. Each civ has several units that only they can build. Some of the ones they can't build don't actually matter much.

However... when I play the Buteo (bird people), I make sure to bribe several Kraken, and have a flying Buteo unit land on it. That way, I can take Buteo Settlers and flying military units to the Underwater world long before any teleportation tech comes along. So the Kraken (a Merfolk unit) is incredibly useful, even if you can't build it yourself.

Having Settler units in the Underwater world is crucial, if you're not the Merfolk or the Stygians, because they are the only ones who can actually build Settler units there. You could find Mer Settlers in goody huts, but you have to guard them carefully and not waste them making cities, when their independent status makes them so good for irrigating, mining, etc. And there are some NASTY kinds of Barbarians in the Underwater world (usually the only world where I even bother with City Walls and extra defenses).
 
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