I've tried to undo some of the mistakes in the original Civ3 tree and to improve gameplay, by creating distinct branches of research, at the same time.
The tree I propose looks like this:
Bronze Working -> Iron Working , + Mathematics -> Construction
Masonry -> Mathematics -> Currency, +Philosophy -> The Republic
Writing -> Code of Laws, + Warrior Code / Mysticism -> Monarchy / Philosophy
Pottery -> The Wheel, + Iron Working -> The Plough
Map Making, + Code of Laws -> Seafaring
Warrior Code, +Map Making -> Horseback Riding
Mysticism -> Mythology, +Writing -> Literature
This allows for seven traits, including Agricultural (starting with pottery).
Some points to make:
- Alphabet has gone. It was historically not needed to develop Writing and should rather be a Small Wonder. This makes Writing a basic tech. Code of Laws is now the most pivotal advance, feeding three branches.
- Horseback Riding and The Wheel are now unrelated, which is as it should be.
- Map Making is now basic. The skill is relevant to both land and sea exploration.
Also, Pottery as a prereq for Map Making is pretty weird. Let expansionist civs start with Map Making, but allow all civs to create scouts (which compensates for Chariots and Horsemen arriving a little later). To compensate, Expansionist civs could start with 2 scouts.
- The Wheel is no longer basic, but is derived from Pottery.
- Horseback Riding now has Map Making as a prerequisite. No inclination to ride far when you don't know your way back.
- Seafaring is new. It takes the original spot of Map Making and allows galleys, harbors and the Great Lighthouse.
- Ceremonial Burial is gone. It is pre-age knowledge and has nothing to do with building temples. This makes Mysticism basic, which now allows temples
- Polytheism is replaced with Mythology, explaining Literature. Polytheism is not an advance (neither is Monotheism). Real developments in religion are: worship, notions of spirit/soul/afterworld, and creator, so far all pre-age, about the thread/purpose of life (Mysticism) and finally rules of conduct (Ethics).
Mythology increases the effect of temples as Mysticism did before.
- Monarchy is linked to Code of Laws. Rules to play by are precisely the difference between Monarchy and Despotism.
- The Republic is linked to Currency. How else could people apply for a seat in the senate, after all. Note that it now takes two more techs to arrive at The Republic.
- The Plough is new, creating an agricultural branch. My suggestion would be that this advance lifts the limitation on food (instead of Monarchy/The Republic).
The tree I propose looks like this:
Bronze Working -> Iron Working , + Mathematics -> Construction
Masonry -> Mathematics -> Currency, +Philosophy -> The Republic
Writing -> Code of Laws, + Warrior Code / Mysticism -> Monarchy / Philosophy
Pottery -> The Wheel, + Iron Working -> The Plough
Map Making, + Code of Laws -> Seafaring
Warrior Code, +Map Making -> Horseback Riding
Mysticism -> Mythology, +Writing -> Literature
This allows for seven traits, including Agricultural (starting with pottery).
Some points to make:
- Alphabet has gone. It was historically not needed to develop Writing and should rather be a Small Wonder. This makes Writing a basic tech. Code of Laws is now the most pivotal advance, feeding three branches.
- Horseback Riding and The Wheel are now unrelated, which is as it should be.
- Map Making is now basic. The skill is relevant to both land and sea exploration.
Also, Pottery as a prereq for Map Making is pretty weird. Let expansionist civs start with Map Making, but allow all civs to create scouts (which compensates for Chariots and Horsemen arriving a little later). To compensate, Expansionist civs could start with 2 scouts.
- The Wheel is no longer basic, but is derived from Pottery.
- Horseback Riding now has Map Making as a prerequisite. No inclination to ride far when you don't know your way back.
- Seafaring is new. It takes the original spot of Map Making and allows galleys, harbors and the Great Lighthouse.
- Ceremonial Burial is gone. It is pre-age knowledge and has nothing to do with building temples. This makes Mysticism basic, which now allows temples
- Polytheism is replaced with Mythology, explaining Literature. Polytheism is not an advance (neither is Monotheism). Real developments in religion are: worship, notions of spirit/soul/afterworld, and creator, so far all pre-age, about the thread/purpose of life (Mysticism) and finally rules of conduct (Ethics).
Mythology increases the effect of temples as Mysticism did before.
- Monarchy is linked to Code of Laws. Rules to play by are precisely the difference between Monarchy and Despotism.
- The Republic is linked to Currency. How else could people apply for a seat in the senate, after all. Note that it now takes two more techs to arrive at The Republic.
- The Plough is new, creating an agricultural branch. My suggestion would be that this advance lifts the limitation on food (instead of Monarchy/The Republic).
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