Time to critique the tech tree!

After watching alot of videos yesterday I think you have to be careful modding just the tech tree.

The civic tree and tech have alot of synergy. I think if you mod as into add more techs you need to do the same to the civic tree
 
the only thing that really bothers me so far is that yeah it looks a bit empty (but there always seems to be something to research) and go-nowhere techs like archery are going to keep coming up throughout the game even though it's potentially a waste of research turns

also i think battering ram should come under the wheel tech because a. it has wheels and b. walls and counter-wall units don't need to be in the same tech, and in fact i think it works better if they aren't
 
so far printing is available without writing... Musketeers will be the standard melee unit in the industrial era...Jet Bomber are the new stealth bomber, yet the techtree seems to ends before 1989!...


Despite the fact that I think the overall design is bad for gameplay (see my post on the first page for why), you have to remember that the eurekas sort of count as a 'soft' AND wrt the tech tree. They help in situations where you can't possibly get a line from one spot to another. For Printing, the Eureka is two universities - which is at the top of the tech tree. So it does 'require' writing in one respect.
 
Despite the fact that I think the overall design is bad for gameplay (see my post on the first page for why), you have to remember that the eurekas sort of count as a 'soft' AND wrt the tech tree. They help in situations where you can't possibly get a line from one spot to another. For Printing, the Eureka is two universities - which is at the top of the tech tree. So it does 'require' writing in one respect.
That... is a very good point. For the inevitable modding, I wonder if we'll be able to individually set the eureka percent for each tech. With all the clamor for nerfs to 25%, it might make sense yet to leave these "cross-swim-lane" eurekas at 50% to fill the purpose you just described.

I find funny that the Wheel isn't needed except for military science. Planes don't need wheels, I guess. Railroads must run on magnets or something. :D

I am hopeful for civics tree modding to finally solve one of the gripes with cultural military developments and unique civ traits - the point brought up by Boris Gudenuf. If a good sizable number of civics were placed, which were dead-ends, and took commitment, and which enabled terrain- or socially- specific army technologies, it would , I think, be the best and first implementation of such technology. Civ traits could focus on things that apply in every era, and just one iconic UU, while the civics tree could allow everyone to match their strengths to their geographical situation and simulate the same necessity- or sociologically-stimulated military developments for which many civ simulationists have clamored for so long.

I'm very hopeful for this iteration. It sucks out of the box, but these bold core changes make a good canvas.
 
That... is a very good point. For the inevitable modding, I wonder if we'll be able to individually set the eureka percent for each tech. With all the clamor for nerfs to 25%, it might make sense yet to leave these "cross-swim-lane" eurekas at 50% to fill the purpose you just described.

I find funny that the Wheel isn't needed except for military science. Planes don't need wheels, I guess. Railroads must run on magnets or something. :D

I am hopeful for civics tree modding to finally solve one of the gripes with cultural military developments and unique civ traits - the point brought up by Boris Gudenuf. If a good sizable number of civics were placed, which were dead-ends, and took commitment, and which enabled terrain- or socially- specific army technologies, it would , I think, be the best and first implementation of such technology. Civ traits could focus on things that apply in every era, and just one iconic UU, while the civics tree could allow everyone to match their strengths to their geographical situation and simulate the same necessity- or sociologically-stimulated military developments for which many civ simulationists have clamored for so long.

I'm very hopeful for this iteration. It sucks out of the box, but these bold core changes make a good canvas.

well, one of the nicer parts of the eureka system is that you can pull requirements from the tech and civic trees. Ie, Feudalism required for Stirrups.
 
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