There are a whole bunch of problems with the tech tree that prevents the player from really making a long-term choice for strategy.
Each game plays the same: Civilization first until Mining, Trading, Cooperation. Then go warfare or magic depending on if you have metal/crystal. Then go warfare because you'll need better armor for your units and heroes. And then the game is over once you get to chainmail and build a few super-units.
Also create more mid-tree equipment choices for using crystal. That is, enchanted armor for everyone. I don't care if it's twice as expensive as chainmail - give us something. And then disconnect the late-magic tree from warfare tree. A few unit design traits originating from the magic tree would be cool as well.
Totally agree. After some games, the research process is always the same. First and 2nd tier on civics, and after that, a mix of warfare and magic. So the game variation is very affected. Each tree should be able to develope depending on available resources, to give more variety to each game.
But, if the Tech trees have to be modified...there can be so many points of visions as people...
My sugerence is basically, to convert an horizontal orientated Tree into a more versatile Vertical Tree. Let's branch all choices from the begining, and just get improvements via later research on each branch. So each game, you will research depending on what available resources.
- Civics. As said before, focusing on money and production.There is little to say, just turn them into vertical branches
Food improvements. Grocers, gardens, festivals, all that. Tech for apiary, farms, goes here too.
Gildar improvements. Market, and all stuff related with $.
Production improvements. Lodging camp, workshop, iron and gold mine, smelter,...
Unrest improvement. City hall, cleric, ...
Diplomatics impovements. Monuments (what if calling one of the two as Statue)
- Warfare. From the very begininn, a branch for:
light armour. No metal requiered.
Heavy armour. Metal required
Pierce: Bows and spears (could even get separated, but I guess having them together is enough)
Blunt: Maces, hammers. More metal requiered, more damage. Less initiative, maybe less dodge. It can add bash, smash and all that.
Cut. Swords and daggers. Less metal, maybe more production cost requiered. Gives initiative, and may add countestrike (x1, x2, x3...).
Mount branch. From here, split into horses, wargs, and any other future mount.
Training Tree. From here, the tree dedicated to group size, reducing training time, more xp at start, better defences, better attack, etc.
With this tree more opened, it should be able to dedicate to have some troops in early game, without too much suffering in economics. And mid game, with the economy settled and some resources explored, each game will focus more variated.
- Magic. Oh oh, what shall we do to with this meesed Tree? Let's try to put some order:
Heroes Branch. Easy, and clean.
Crystal and mana improvements. Upgrades and all that.
Research improvements. The same. It could include a Spells branch, with the researching for spells as many people are asking for
Magical stuff. It could split into Magic weapons and Magic Defenses.
As the magic Tree seems the more diversed, we could add here two more branches:
- Darkligns, Trolls and other monster recruiting. ¿Who wants a squishy darkling? Well, if research takes little and there is a close lair, maybe...But now, sure not.
- Special faction unit could be researched here too. Each faction should have 1 or even 2 unique units, with further researching developement.