To train a mechanized infantry, the strongest infantry unit in the game, you only need 24/68 (35%) of the techs in the tree. Here's an incomplete list of techs that you DON'T need to train a mechanized infantry:
Mining, Wheel, Bronze Working, Iron Working, Construction, Engineering, Machinery, Gunpowder, Metal Casting, Ballistics, Rifling, Steel, Replaceable Parts, Combustion.
To the guy who wrote a big wall of text theorizing about how mech infantry could be made without all that tech, that's very creative, but I forgot to mention that Civ 6 mech infantry also don't require Electricity. So back to the drawing board
I like to think I'm a "proper player", and I'd rather be stuck at warriors/slingers than waste time researching technologies I don't need.Actually, I think this is primary reason why AI armies are so poor.
This kind of beeline makes AI stay at medieval army level for way too long. While proper player would get musketmen and field cannons, and later infantry, AI would stay at swordsmen and knights.
To the guy who wrote a big wall of text theorizing about how mech infantry could be made without all that tech, that's very creative, but I forgot to mention that Civ 6 mech infantry also don't require Electricity. So back to the drawing board
I thought about that but a walking tank seems like it would have to require machinery as it would rely on gears, springs, counterweights, gyros, and other such parts to make the legs move and keep them balanced. Unless someone here can think of a low tech work around, I'd love to have me so steam powered spider tanks!You do have steam power, steam punk mechanized infantry? With legs instead of wheels?
I like to think I'm a "proper player", and I'd rather be stuck at warriors/slingers than waste time researching technologies I don't need.
You do have steam power, steam punk mechanized infantry? With legs instead of wheels?
MyOtherName said:The mere existence of this beeline, and actual willingness of AI to use it, hurts AI combat readiness badly.
Actually, the lines are or-requirements.In Civ 4, when a tech logically would require an earlier tech but drawing a line between them would look messy, they instead put a small icon in the top right of the tech box showing the earlier tech as an extra requirement. But I guess that's too "inelegant" for today's form-before-function designers.
I don't think it's such a problem that you can beeline to space tech without having researched things like masonry or construction
On the other hand, the OP makes a good point about some techs not having the correct prereqs. It should seem reasonable that mech infantry should require the rifling tech (how can mech infantry shoot guns if rifling technology is unknown?), steel (they need that for armor, don't they?) & combustion (they are mechanized, right?), so being able to skip those sounds ridiculous and I don't see how the devs wound up missing that.
Depends how you look at it really.
"The earliest known rudimentary steam engine and reaction steam turbine, the aeolipile, is described by a Greek mathematician and engineer named Heron of Alexandia in 1st century Roman Egypt." (Lifted from Wikipedia)
Regrettably there was no real practical application for it at the time, however, it's conceivable that someone could have seen it's potential and then you're a stones throw away from having the Roman Empire with the steam engine. Granted, metallurgical advances made what we know as railroad possible, but unlocking that particular technology in 1AD (turn 115 - we should totally measure time in Civ turns!) would have resulted in a very different world.
So there is precedent for technology we consider to be "advanced" appearing in an classical or ancient world in terms of time scale. You wouldn't have had industrialization or even gunpowder (although the Chinese had this well into BCE), but you would have the steam engine so it's not exactly unrealistic to "beeline" to technologies without picking up what seem like logical precursors, in fact, they're only logical precursors because that's how our history turned out.
EUREKA! While I'm not allowed to use electricity to conduct heat, nor am I allowed to use a mechanical combustion engine, I AM allowed to use chemistry! Rather than burning the kindling and natural gas with heat from electrical conduction we can simply use a concotion of chemicals which, when sparked, will result in a prolonged and stable exothermic reaction (read: burn artificially produced coal) contained in clay vessels so as not to set fire to the wooden body of the vehicle (I checked, I am allowed to use pottery) to heat up the air in the baloons and spin the propeller (since I'm allowed steam power). And, since I'm allowed chemistry, the men aboard the APC could wield plastic explosive based grenades (as opposed to gunpowder based bombs) in combat and it doesn't break any of the rules since according to the combustion entry in Civ5 "Here we're speaking specifically about the use of combustion inside of an engine (hence, "internal combustion") to create energy to turn a crank or move a piston." thus an explosion isn't combustion by their definition.
In one of my games I totally forgot about ranged units and by midgame I had musketmen and knights and archers. I had totally missed the crossbowmen and the cannon updates
My problem with the tech tree is that it's too fast even when you don't invest in science. I literally build no campuses and I still discover teches so quickly that my army gets obsolete while still under production.
But I understand this is a design decision and some people like it. But personally I have the impression of rushing things out too much. I guess it's great for online games?