I don't like the tech tree. It wouldgive the same problems as in vanilla with most early units unavailible from start, and a weakened AI building only a few differnt low quality units.
A counterproposal (hastily put together):
Development line
Develpment 1 (name: Very Late Medieval)
20 turns, free, requres Marian reform, requires town exp 1
gives all pre-1480 units
Development 2 (name: Very Early Renaissance)
20 turns, free, requires town exp 2
gives all pre-1500 units
Development 3 (name: Early Renaissance)
20 turns, free, requires town exp 3
gives all pre-1522 units
Development 4 (name: Mid Renaissance)
25 turns, free, requires town exp 4
gives all pre-1550 units
Development 5 (name: Late Renaissance)
30 turns, free, requires town exp 5
gives all pre-1600 units
Town expansion line (Palace)
Town exp 1 (name: ?)
1 turn, quite cheap
gives all premarian units except cannons
Town exp 2
1 turn, quite cheap
Town exp 3
1 turn, medium cheap
Town exp 4
1 turn, medium cheap
Town exp 5
1 turn, medium cheap
Cannon factory line
Cannon factory 1 (name: Cannonmaker)
1 turn, expensive, requires town exp 3
gives the cannon units and the cannon ships (some of them also requires a development building)
Port line
Port 1 (name: Trading port)
1 turn, medium expensive
gives trade
Port 2 (name: Major port)
1 turn, very expensive
gives more trade
Temple types
1 building building-lines that makes towns different
Weaponsmith
Armoursmith
A few different monastery types
Some merchant guilds
The pope (in rome)
etc
Wall line
wall 1 (name: Low wall)
1 turn, expensive, requires town exp 2
Wall 2 (name: High wall)
1 turn, expensive, requires town exp 3
no barracks line
no stable line
Edit: I would be nice to have two types of building trees: one minimal and one complex (switch by replacing the file), as long as it doesn't interfere with unit balancing.
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