Good Morning
Okay, I've successully changed the tech tree so that the following happens:
- Moved the Rush Production from Civics tech to Administration Tech.
- Reduced the Civics Tech cost from 10 research to 8 research (same as Restoration tech cost now).
- Reduced the Knowledge Tech cost from 10 research to 8 research (same as Restoration tech cost now).
I have made these changes in Techs_Amarian.xml. As far as I can tell this is the only tech tree for ALL the factions. Is this correct? If not, where else would the change need to be made?
So, now I need to have this balance change scrutinized like crazy. Help from the community on this would be appriciated. Questions to consider, but not limited to are the following:
- Is there now reason to take Civics first?
- Will not having access to Rush Production right away slow the early game down too much?
- Is the Knowledge tech now more tempting to choose first?
- Is Restoration now the 'only' real first choice?
- etc
For those that wish to play with this change, simple copy/paste the following code, overwriting the code found in Techs_Amarian.xml:
<TechDef InternalName="Administration">
<DisplayName>Administration</DisplayName>
<Description>Learning how to properly administer your cities will allow you to construct the Town Hall improvement, to lower costs, and maintain larger cities; it will also improve your Faction Prestige by 1. As much as her armies, ancient Antheros relied on its civil servants - its Consuls, Praedors, and Bureaucrats - to maintain her vast Empire. </Description>
<AdviceText>Upgrading our Bell Towers to Town Halls should provide a significant boost to our city efficiency. </AdviceText>
<Image>Tech_Administration.png</Image>
<Color>60,138,25</Color>
<HotColor>146,255,49</HotColor>
<Cost>17</Cost>
<Rarity>100</Rarity>
<Category>Civilization</Category>
<Infinite>0</Infinite>
<AppearanceChance>100</AppearanceChance>
<Prereq>
<Type>Tech</Type>
<Attribute>Civics</Attribute>
</Prereq>
<Prereq>
<Type>Tech</Type>
<Attribute>Knowledge</Attribute>
</Prereq>
<AIData AIPersonality="AI_General">
<AIPriority>50</AIPriority>
<AITradeToGetValue>75</AITradeToGetValue>
<AITradeOutValue>90</AITradeOutValue>
<AIAtWarMultiplier>1</AIAtWarMultiplier>
<AIEarlyBuildUpMultiplier>2</AIEarlyBuildUpMultiplier>
</AIData>
<GameModifier>
<ModType>Player</ModType>
<Attribute>UnlockCityAction</Attribute>
<StrVal>RushProduction</StrVal>
<Icon>Consumption_Icon.png</Icon>
<Provides>Can Rush Production</Provides>
</GameModifier>
</TechDef>
<TechDef InternalName="Civics">
<DisplayName>Civics</DisplayName>
<Description>Research in this area allows you to construct the Inn improvement; Kingdom players will be able to construct Hedge Walls, Empire players Wooden Walls. Both will learn to balance the needs of their citizens against their larger strategic goals. In ancient Coriopolis, all citizens were required to contribute one-tenth of their earnings to the city coffers, to be distributed as the Great Council saw fit.</Description>
<AdviceText>Rushing production is a valuable tool when your coffers are full and you need a unit or improvement quickly.</AdviceText>
<Image>Tech_Civics.png</Image>
<Color>60,138,25</Color>
<HotColor>146,255,49</HotColor>
<Cost>8</Cost>
<Rarity>100</Rarity>
<Category>Civilization</Category>
<Infinite>0</Infinite>
<AppearanceChance>100</AppearanceChance>
<AIData AIPersonality="AI_General">
<AIPriority>100</AIPriority>
<AITradeToGetValue>75</AITradeToGetValue>
<AITradeOutValue>90</AITradeOutValue>
<AIAtWarMultiplier>1</AIAtWarMultiplier>
<AIEarlyBuildUpMultiplier>5</AIEarlyBuildUpMultiplier>
</AIData>
</TechDef>
<TechDef InternalName="Company">
<DisplayName>Company</DisplayName>
<Description>Research in this area will allow you to form your soldiers into Companies, turning them into greater threats, in the manner set forth in Themisto's Manual of Infantry Tactics and Custom. </Description>
<AdviceText>Sometimes the greatest advantage you can have on the battlefield is pure numbers.</AdviceText>
<Image>Medallions_Advanced_Foot_Solders.png</Image>
<Color>182,7,3</Color>
<HotColor>255,48,0</HotColor>
<Cost>246</Cost>
<Rarity>100</Rarity>
<Category>Civilization</Category>
<Infinite>0</Infinite>
<AppearanceChance>100</AppearanceChance>
<Prereq>
<Type>Tech</Type>
<Attribute>Logistics</Attribute>
</Prereq>
<AIData AIPersonality="AI_General">
<AIPriority>50</AIPriority>
<AITradeToGetValue>75</AITradeToGetValue>
<AITradeOutValue>90</AITradeOutValue>
<AIAtWarMultiplier>2</AIAtWarMultiplier>
<AIEarlyBuildUpMultiplier>1</AIEarlyBuildUpMultiplier>
</AIData>
</TechDef>
<TechDef InternalName="Knowledge">
<DisplayName>Knowledge</DisplayName>
<Description> Learning this skill will allow you to build the Study improvement, and focus on the research that will keep your kingdom at the forefront of nations. 'The Strategors of Coriopolis call me mad; yet they spend a thousand lives to maintain their borders, while but an hour's study gives me knowledge to defeat them.' - The Emperor Morrigan</Description>
<AdviceText>Building a Study in every city will greatly boost our research efforts. And please your scholars.</AdviceText>
<Image>LostLibrary.png</Image>
<Color>60,138,25</Color>
<HotColor>146,255,49</HotColor>
<Cost>8</Cost>
<Rarity>100</Rarity>
<Category>Civilization</Category>
<Infinite>0</Infinite>
<AppearanceChance>100</AppearanceChance>
<AIData AIPersonality="AI_General">
<AIPriority>75</AIPriority>
<AITradeToGetValue>75</AITradeToGetValue>
<AITradeOutValue>90</AITradeOutValue>
<AIAtWarMultiplier>1</AIAtWarMultiplier>
<AIEarlyBuildUpMultiplier>4</AIEarlyBuildUpMultiplier>
</AIData>
</TechDef>