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Techtree Tweak

waltwalt

Chieftain
Joined
Oct 19, 2011
Messages
2
WOW! This makes the game like 100x better, and fixes a bunch of stupid tech tree things like nuclear subs without atomic theory or mech infantry without combustion.

I do have one suggestion though regarding the tech tree, could the Animal Husbandry/Horseback Riding branch get moved over to the Agriculture tree rather than the Fishing tree? It seems like it would be a more natural progression from agriculture than fishing.

AMAZING MOD!!!!

-walt
 
WOW! This makes the game like 100x better, and fixes a bunch of stupid tech tree things like nuclear subs without atomic theory or mech infantry without combustion.

I do have one suggestion though regarding the tech tree, could the Animal Husbandry/Horseback Riding branch get moved over to the Agriculture tree rather than the Fishing tree? It seems like it would be a more natural progression from agriculture than fishing.

AMAZING MOD!!!!

-walt

I think it's fine like this, so that all civs have to research Fishing to progress more even if they are landlocked.
 
WOW! This makes the game like 100x better, and fixes a bunch of stupid tech tree things like nuclear subs without atomic theory or mech infantry without combustion.

I do have one suggestion though regarding the tech tree, could the Animal Husbandry/Horseback Riding branch get moved over to the Agriculture tree rather than the Fishing tree? It seems like it would be a more natural progression from agriculture than fishing.

AMAZING MOD!!!!

-walt

Glad you're enjoying it. :) Regarding the natural progression of certain techs - see below. :scan:

I think it's fine like this, so that all civs have to research Fishing to progress more even if they are landlocked.

That's actually one of the main reasons the tree's set up like it is. There are certain Tech's I can't really have the AI "accidentally" skipping. I also can't really have multiple military class units unlocked on the same tech paths - because if the AI beelines down a different path, they might not have any advanced units available to build when they actually need them.

Throughout the entire tree units are fairly evenly/logically spaced, so regardless of which path the AI decides to take, they'll be okay militarily until they start to backfill.
 
Ahh, yes now looking at the tech tree I see the last tech in the Ancient Era ends with a unit, and if you moved Animal Husbandry/Horseback Riding you wouldn't develop Fishing/Sailing/Republic unless you were on the water, which makes sense, but unbalances the game.

Thanks for clarifying!

-walt
 
I got to say:
After not playing the mod for about 2 month (due to no time ^^) I was a bit disappointed to find, that nothing has been done to to prolong the the rapid appearance of Musketeers and Lancers. As two month back, almost instantly after Longswordmen and Knights those guys show up, making the dark ages non existent (weapon-wise). Why do those techs do not have more prerequ. techs?
For example: Knights could easily be dependent on theology.

Please understand this post as a constructive criticism. :p
(Otherwise still the best mod around)
 
I got to say:
After not playing the mod for about 2 month (due to no time ^^) I was a bit disappointed to find, that nothing has been done to to prolong the the rapid appearance of Musketeers and Lancers. As two month back, almost instantly after Longswordmen and Knights those guys show up, making the dark ages non existent (weapon-wise). Why do those techs do not have more prerequ. techs?
For example: Knights could easily be dependent on theology.

Please understand this post as a constructive criticism. :p
(Otherwise still the best mod around)

You do raise a good point about Knights (although I wouldn't want them appearing in the Classical Era), but Longswordsmen would then need to be adjusted for placement accordingly as well. As for Lancers - I'm more or less okay with their placement - mainly because they're sort of a middling unit that doesn't really get built that often anyways, at least on vanilla CIV V, (and they don't actually obsolete Knights).

Musketeers on the other hand, they do require at least +8 extra techs after your first get Lancers and +5 Techs from Longswordsmen (based on a Leader that starts with Agriculture). I'm not finished with the tech tree by any means, and two months from now things might look very different. ;)
 
Regarding Musketmen, do any units upgrade to them? I like the change in VEM that makes Pikemen upgrade to Musketmen.
 
I count two techs between Longswords and Gunpowder..., when I get my first Longswords I'm almost certain to face them of with Muketeers... which is no fun. And Lancers at the direct following tech of chivalry makes Knights instantly obsolete. I guess the AI is rushing to black powder...
Generally I'd love to see techs to be dependent on more then one tech, (if you follow one branch of the tree, at some point you have to research other parts of the tree to continue) which would nip these rushes in the bud.
 
I count two techs between Longswords and Gunpowder..., when I get my first Longswords I'm almost certain to face them of with Muketeers... which is no fun. And Lancers at the direct following tech of chivalry makes Knights instantly obsolete. I guess the AI is rushing to black powder...
Generally I'd love to see techs to be dependent on more then one tech, (if you follow one branch of the tree, at some point you have to research other parts of the tree to continue) which would nip these rushes in the bud.

You've already researched a bunch of the prerequisites which is why you only have 2 techs between Longswordsmen and Musketmen - (I'm talking about the difference in the number of techs required to unlock them, not their x/y position on the tree). If you check at the start of the game by clicking first on the tech that unlocks Longswordsmen and then the tech that unlocks Musketmen, you'll see there's a 4-6 tech delay between them, (depending on the starting techs of your chosen Civ).

Regarding Lancers, there's not really a better place for them on the tree at the moment, and looking at the current layout of the tree - I can't really move Knights/Longswordsmen back, as then they'd be in the Classical era. I'll probably reduce the strength of Lancers so they're more in line with Knights in v10.7 so the two can co-exist for a period of time on the battlefield before Cavalry come into play.
 
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