Updated Tier 2 Techs:
Communications
Language
Mass Media
Machine Communications
Transportation
Ground Transportation
Water Transportation
Air Transportation
Space Transportation
Hybrid Transportation (2)
Military
Strategies & Tactics (2)
Water Warfare
Ground Warfare
Siege Warfare
Air Warfare
Science(3)
Geology
Biology
Physics
Chemistry
Mathematics
Social(3)
Philosophy
Religion
Government & Law
Economics
Education
Infrastructure(4)
Fortifications
Energy
Production
Resources
Construction
The Bold Items are the Tier One techs. I'd really like to keep the number of techs down to 6 on Tiers 1 and 2, and 6 or less per required tech thereafter. This will produce a continuously more detailed set of techs at each level until that particular branch 'ends'.
Tier One has already been finalized for this version, I'm trying to finalize tier two at the moment, but I've gotten stuck. Any comments for changes or additions are very welcome at this point.
Notes:
1. I would like to drop this one, but don't have anything better.
2. This one just takes up space to fill the sixth slot. It also conveniently covers stuff which doesn't fall into the other groups. If you have a better way, speak up.
3. These are all tentative at best.
4. I'm considering dropping this one, but don't want to lose the common structure of sixes. This is so vaguely broad, yet the player needs a one stop shop for infrastructure as well, so any help at all would be appreciated moreso here than anywhere else.
Communications
Language
Mass Media
Machine Communications
Transportation
Ground Transportation
Water Transportation
Air Transportation
Space Transportation
Hybrid Transportation (2)
Military
Strategies & Tactics (2)
Water Warfare
Ground Warfare
Siege Warfare
Air Warfare
Science(3)
Geology
Biology
Physics
Chemistry
Mathematics
Social(3)
Philosophy
Religion
Government & Law
Economics
Education
Infrastructure(4)
Fortifications
Energy
Production
Resources
Construction
The Bold Items are the Tier One techs. I'd really like to keep the number of techs down to 6 on Tiers 1 and 2, and 6 or less per required tech thereafter. This will produce a continuously more detailed set of techs at each level until that particular branch 'ends'.
Tier One has already been finalized for this version, I'm trying to finalize tier two at the moment, but I've gotten stuck. Any comments for changes or additions are very welcome at this point.
Notes:
1. I would like to drop this one, but don't have anything better.
2. This one just takes up space to fill the sixth slot. It also conveniently covers stuff which doesn't fall into the other groups. If you have a better way, speak up.
3. These are all tentative at best.
4. I'm considering dropping this one, but don't want to lose the common structure of sixes. This is so vaguely broad, yet the player needs a one stop shop for infrastructure as well, so any help at all would be appreciated moreso here than anywhere else.
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