As long as we're on the topic of "A should come before B":
I OFTEN avoid taking Nationalism (which gives the 4/6/1 Rifleman) until after I've already got Replaceable Parts (which gives the 6/10/1 Infantry). After all, Nationalism isn't needed to leave this age, and leads to two techs: Communism (and until the patch Police Stations weren't worth it) and Espionage (expensive but useful). Replaceable Parts, on the other hand, is needed for tanks, gives Artillery as well, and doubles worker speed. Moving Artillery over to Steel would help a bit, but not much; it's still just too desirable.
Other stylistic possibilities:
> Move the neutralizing of the Hanging Garden from Steam Power to Electricity, just to give it an icon
> Move "rubber appears on map" from Replaceable Parts up to Electricity? It doesn't fit thematically with anything anyway.
> Make Music Theory be required for Free Artistry. One less dead end, and it won't have much impact on play.
> Democracy required for Economics?
> Invention required for Education? Seems silly that Engineering and Invention shouldn't lead to things like Astronomy. (I'm an Astrophysics grad student)
> Yeah, you definitely need to add a tech or two that feeds off Engineering. Hull design would be good, but get a better name for it.
> Make Electricity needed for Steel? You can currently get Flight without Electricity, and it'd make the Industrial Age a VERY interwoven time.
> Move Amphibious War way up. We had Marines before we had Steam Power, so put it off of Nationalism or something. Even if you view this solely as the beach landing type of troop, it's still WAY too late in the game to be useful; Tanks are just as easy to reach.
> Advanced Flight should have Mass Production as a prerequisite instead of Motorized Transportation. How does a Tank help you make paratroopers? Keep the Radio prerequisite, though, as it ties in Electronics nicely.
Here's the way I see it. The Ancient Era is full of a bunch of lines that rarely interact; you can get to the end of one, then go back and start on the others. The Middle Ages have two or three lines that seldom interact; you can still get far along one before having to backtrack. The Industrial Era has interwoven techs, with no clear "lines" of development; you can't really go too far before having to diversify. The Modern Era just doesn't have enough, period.
I OFTEN avoid taking Nationalism (which gives the 4/6/1 Rifleman) until after I've already got Replaceable Parts (which gives the 6/10/1 Infantry). After all, Nationalism isn't needed to leave this age, and leads to two techs: Communism (and until the patch Police Stations weren't worth it) and Espionage (expensive but useful). Replaceable Parts, on the other hand, is needed for tanks, gives Artillery as well, and doubles worker speed. Moving Artillery over to Steel would help a bit, but not much; it's still just too desirable.
Other stylistic possibilities:
> Move the neutralizing of the Hanging Garden from Steam Power to Electricity, just to give it an icon
> Move "rubber appears on map" from Replaceable Parts up to Electricity? It doesn't fit thematically with anything anyway.
> Make Music Theory be required for Free Artistry. One less dead end, and it won't have much impact on play.
> Democracy required for Economics?
> Invention required for Education? Seems silly that Engineering and Invention shouldn't lead to things like Astronomy. (I'm an Astrophysics grad student)
> Yeah, you definitely need to add a tech or two that feeds off Engineering. Hull design would be good, but get a better name for it.
> Make Electricity needed for Steel? You can currently get Flight without Electricity, and it'd make the Industrial Age a VERY interwoven time.
> Move Amphibious War way up. We had Marines before we had Steam Power, so put it off of Nationalism or something. Even if you view this solely as the beach landing type of troop, it's still WAY too late in the game to be useful; Tanks are just as easy to reach.
> Advanced Flight should have Mass Production as a prerequisite instead of Motorized Transportation. How does a Tank help you make paratroopers? Keep the Radio prerequisite, though, as it ties in Electronics nicely.
Here's the way I see it. The Ancient Era is full of a bunch of lines that rarely interact; you can get to the end of one, then go back and start on the others. The Middle Ages have two or three lines that seldom interact; you can still get far along one before having to backtrack. The Industrial Era has interwoven techs, with no clear "lines" of development; you can't really go too far before having to diversify. The Modern Era just doesn't have enough, period.
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