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Tinto Talks #20 - 10th of July 2024

Welcome to another Happy Wednesday, for the 20th Tinto Talks, where we give out a lot of secret information about our absolutely 100% super-secret game Project Caesar.

First of all, I want to take this opportunity to thank all of you for your great feedback, which is helping us shape this into an even better game.

Today we talk about what will replace the Technology Levels and National Ideas of EU4. While some aspects of the Idea system are covered by the Societal Values and/or the Laws of a country, this new system will cover the rest.

advances.png

Maybe these advances are good for us?


What were different effects from the Technology Levels and Ideas are now something we call “Advances”. Advances can unlock new diplomacy, new units, new abilities for units, new character actions, new subject interactions, new estate privileges, new laws, new policies in laws, new inheritance systems, new casus belli, new government reforms, new cabinet actions, new buildings, additional levels for buildings and new production methods. An Advance can also unlock mechanics like investing in stability, building roads, collecting taxes and much more. Last but not least, advances can also give you important stats like more literacy for your nobles, or better military tactics.

At the start of each age, each country will get a new Advances Tree, which will be unique to that country. A tree usually contains about 100 advances, some which are common, and some that are specific to who you are playing. Every tree, except the Age of Tradition, has 4 different starting points, a common one, and one from each institution. The ones from an institution tend to unlock relevant advances to that institution.


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Eventually all advances will have fitting and often unique icons, but for now, the sickle is good!

About 70% of all advances in a tree tend to be common for every country, but the rest depends entirely on which country you are playing. Over one third of the advances in a tree in Age of Renaissance and Age of Discovery does not require any institutions to research.

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This is part of the tree unlocked by the Meritocracy Institution..

We also took the national ideas and adapted to advances. Some of them made no sense and were lost, but in general the starting bonuses ended up as two Age of Traditions advances you start with already researched, and the rest is spread over the rest of the ages, with what was the finishing bonus as an advance in Age of Revolutions. In many cases they have been moved to the appropriate time as well, so currently many unique and powerful Swedish advances are in the Age of Absolutism. We have also heavily revised those whose names survived, and when we work in making unique content for a country, we aim to add more advances as well.

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Poland currently has 16 unique advances...

We also have a lot of unique advances for what culture you are playing, or what religion you are playing, if you are a country that can own locations or not, and for what type of government you have.

Some of the ideas from the idea groups ended up directly as advances unique for certain types of countries, like the Horde Government ones were converted to unique advances for Steppe Hordes, and the Divine Ideas as unique advances for Theocracies.

However most of the ideas ended up being sorted into an administrative, diplomatic or military focus, with at least 10 in each category for every age, starting with the Age of Renaissance?

Why 3 categories? Well, at the start of each age, you will pick one focus, which will add those advances to your tree for that age. Now you may think, why would anyone pick something else than the military? First of all, there are different powerful benefits and tough choices you have to make. Let's take a look at the choice in the Age of Renaissance.
  • Administrative - Better Administrative Efficiency, Lower Interests, better proximity propagation, Cheaper Mercenaries and more..
  • Diplomatic - Better Merchants, More Diplomatic Reputation, March Subjects, Cheaper Warscore Costs and more.
  • Military - More Prestige from Battles, Monthly Tradition gains and more.
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Hard or easy choice?

At the start of an age, the tree is populated with the advances depending on what your country is at that time as well, so you will only get relevant advances to choose from in that age. If you switch tags or change religion or government form, that will be seen in the next age.

The Advances tree for Age of Traditions is a bit unique in that it has many starting points, and there are many countries, particularly in the New World, who do not start with all of them. Metallurgy, Agriculture, Written Alphabet, Ship Building & Meritocracy are different starting points who all have trees. Feudalism, which requires to have embraced the institution to research, is in the Agriculture tree, and requires Horse Riding researched first. Legalism is part of the Written Alphabet tree and requires Codified Laws and the institution to have spread to unlock their sub-tree. Many of these are more expensive to research.

This together with lots of unique advances in the first three ages provides an interesting progress as a new world or similar type of country outside of the Eurasian Core.

Each advance has a research cost that is the same for almost all advances. There are a few keystone advances such as “Written Alphabet” that are far more costly though. Every country generates “research” each month, which is “paid” directly into the advance you are currently researching. While a bit unrealistic, but good from a quality of life perspective, you can store up to a year's research without having an advance being researched. There is also a sort of catch up mechanic where advances from an earlier age are cheaper than the current age.

The amount of research you do depends on what type of country you are, if you are a settled country, or still a nomadic group of pops, and on the power of your liturgical language. The satisfaction of the clergy estate and the average literacy of your country also impacts how quickly you research.

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As you build up the literacy of your population you're research will grow .

You can also fully automate research and let the AI keep researching for you, and of course we got a proper research queue, so you can just select which techs you want to get, and it will add all prerequisites to the queue as well, and you can keep adding any valid advance to the queue.

Stay tuned, as next week we will delve into the fun and joy of exploration..
 

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I'm skimming through the DD on pops, and there's a mention of people being invited into countries or courts (historically).
So, maybe there could be an event or a decision to invite people from a country with different institutions/advances/ideas/techs to obtain some limited benefits? Like, you invite an architect and get +% to building, or an entrepreneur to get +% to production, or maybe even a colony of Saxons artisans for +% to research points?
Not necessarily Vic-style pop migration, just events and mid-term modifiers.
 
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I feel like changing focus once every 100 years or so seems a little long - can any country in the world today be said to still have the same focus they had in 1964, two full generations ago?

The world is much more dynamic now. If I had a time machine and would visit my home town in 1337 and 1437 I probably wouldn't notice any difference...While 30 years ago the world was already so much different than today, let alone 100 years ago which is an unrecognizably different world.
 
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So basically, ideas and technologies are merged in advancements. Some, most, are similar to old technologies and depend on factors such as institutions and age. The old ideas, however, are selected at the beginning of each era, there are ten of them and they cannot be changed once selected. There are technologies, sorry, advancements, common to all nations, plus some specific to region, culture, religion and form of government.
Did I forget something?
There will be also advancements specific to certain countries.
Some part of the advancements will be randomised for every country (as far as I understood), so every game must be really a bit unique.
EU4-style 'national ideas and traditions' for each country will be realised as a couple of pre-opened advancements in the tech tree in every age.
Advancements depend on institutions and age, but some of them have other criteria to be unlocked, like buildings, literacy etc.

In general I like it, maybe not ideal and I can understand some frustration that other players have, but it's a huge step forward from the EU4's linearity.
Partially randomised tech tree + the fact that you (and AI) will normally be able to learn ~80% of advancements will reduce the 'railroadness' dramatically.
 
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There will be also advancements specific to certain countries.
Some part of the advancements will be randomised for every country (as far as I understood), so every game must be really a bit unique.
EU4-style 'national ideas and traditions' for each country will be realised as a couple of pre-opened advancements in the tech tree in every age.
Advancements depend on institutions and age, but some of them have other criteria to be unlocked, like buildings, literacy etc.

In general I like it, maybe not ideal and I can understand some frustration that other players have, but it's a huge step forward from the EU4's linearity.
Partially randomised tech tree + the fact that you (and AI) will normally be able to learn ~80% of advancements will reduce the 'railroadness' dramatically.
Thanks a lot!
I'm convinced that in general people like the idea, it's not bad after all, it's a step forward compared to the excessive linearity of EUIV perhaps, but the thing that, from what I understand, has done and makes people turn up their noses is the part relating to the specific advancements for each age. And I am among those who don't like this aspect. Ok, it's only a minor part of the total progress, ok, maybe it won't have as much impact as many believe, but I don't like the idea of being stuck for an entire era with a choice made a long time ago, it seems to take away dynamism to the game and which, despite everything that advancements represent, forces you to follow an all too specific path, and if you make a mistake there is nothing you can do to fix it. The truly... how can I put it elegantly... annoying thing is that the choice of ten advancements at the beginning of the era, identical advancements for everyone throughout the world and which everyone chooses at the same time, seems to me totally antithetical to everything that exists it is good in advancements. It doesn't make much sense, it's not fun, it doesn't add dynamics and it's not even personalized. Practically at the beginning of the era the world will be divided into three blocks, the administrative block, the diplomatic block and the military block. Maybe it won't happen, but personally I would opt to remove this biased system entirely and maybe think about something else in its place. I liked the ideas of EUIV, ditto the traditions, they were what made each nation truly unique, together with the missions. This... it seems to me that it wants to standardize everything a bit, giving some ad hoc bonuses and letting the true beauty of EUIV die there, that is, that each nation was, in its own way, unique and special. Advancements are nice, but, to me, they should not replace the missions and traditions of each individual nation. I like half the things, the other half I don't. We hope that someone reads and listens to the feedback and that at least you want to delve deeper into this discussion, addressing the community's doubts and explaining better
 
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Thanks a lot!
I'm convinced that in general people like the idea, it's not bad after all, it's a step forward compared to the excessive linearity of EUIV perhaps, but the thing that, from what I understand, has done and makes people turn up their noses is the part relating to the specific advancements for each age. And I am among those who don't like this aspect. Ok, it's only a minor part of the total progress, ok, maybe it won't have as much impact as many believe, but I don't like the idea of being stuck for an entire era with a choice made a long time ago, it seems to take away dynamism to the game and which, despite everything that advancements represent, forces you to follow an all too specific path, and if you make a mistake there is nothing you can do to fix it. The truly... how can I put it elegantly... annoying thing is that the choice of ten advancements at the beginning of the era, identical advancements for everyone throughout the world and which everyone chooses at the same time, seems to me totally antithetical to everything that exists it is good in advancements. It doesn't make much sense, it's not fun, it doesn't add dynamics and it's not even personalized. Practically at the beginning of the era the world will be divided into three blocks, the administrative block, the diplomatic block and the military block. Maybe it won't happen, but personally I would opt to remove this biased system entirely and maybe think about something else in its place. I liked the ideas of EUIV, ditto the traditions, they were what made each nation truly unique, together with the missions. This... it seems to me that it wants to standardize everything a bit, giving some ad hoc bonuses and letting the true beauty of EUIV die there, that is, that each nation was, in its own way, unique and special. Advancements are nice, but, to me, they should not replace the missions and traditions of each individual nation. I like half the things, the other half I don't. We hope that someone reads and listens to the feedback and that at least you want to delve deeper into this discussion, addressing the community's doubts and explaining better
I see your point and at the beginning I was a bit frustrated too, but then from the further comments and basic math I realised that it would not be a big deal and the value of those 'forever lost' advances is highly overrated by the community. I'll try to explain (as far as I understand from Johan's explanations).
  • Those 30 focus advancements will be also randomised for every country in every category. There will be a list of possible focus advancements for every age, so every country will get 'random' 10 + 10 + 10 to choose from every time.
  • In that focus advancements there will be no crucial things like using guns, so it won't happen that you pick admin in the Age of Renaissance and because of this you still fight with longbows in 1805 as England.
That focus will probably be just a choice between smth like:​
- Control +1%, Admin efficiency +1%, Tax +2%, ... for Admin focus;​
- Faster claims +5%, Trade efficiency +2%, Market access +3%, ... for Diplo focus;​
- Discipline +0.5%, Higher levies +3%, Higher chance to capture ships +5% for Military focus.​
A bunch of small boosts and many of similar advancements will be also in the generic tech tree in every age because you'll have 30+30+30 Admin/Diplo/Military advancements anyway.​
  • Finally, math. It corresponds to the previous two points, but with exact numbers.
In EU4 we have around ~30 linear techs in 3 categories, 21 idea groups (8 ideas each) and you choose 8 idea groups out of 21, and 10 national ideas, traditions and ambitions. In total you learn 164 'advancements' out of 268 (~60%) in EU4.​
In the so-called Project Caesar we'll learn ~500 advancements out of ~600 (~80%). They will be much more granular, less impactful each, non-linear and partially randomised.​
So I really have no worries about some advancemencents LOST FOREVER :D
If I need to 'change the focus' during the Age, I'd prioritise it in research to learn all 30 relevant advancements of the Age instead of 40 focused advancements. But for me it really won't be a tragedy if in 1650 I realise that in 1337 I chose +2% Control instead of +0.5% Discipline.
Unless I got something wrong from the comments. :)
 
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the UI can get an upgrade. PDX games always have these non inspiring and boring dark blue black grounds. Please try to make the UI feel more alive by using brighter more distinct colors depending on which tab or menu you are on. The UI team needs to be more creative
 
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I see your point and at the beginning I was a bit frustrated too, but then from the further comments and basic math I realised that it would not be a big deal and the value of those 'forever lost' advances is highly overrated by the community. I'll try to explain (as far as I understand from Johan's explanations).
  • Those 30 focus advancements will be also randomised for every country in every category. There will be a list of possible focus advancements for every age, so every country will get 'random' 10 + 10 + 10 to choose from every time.
  • In that focus advancements there will be no crucial things like using guns, so it won't happen that you pick admin in the Age of Renaissance and because of this you still fight with longbows in 1805 as England.
That focus will probably be just a choice between smth like:​
- Control +1%, Admin efficiency +1%, Tax +2%, ... for Admin focus;​
- Faster claims +5%, Trade efficiency +2%, Market access +3%, ... for Diplo focus;​
- Discipline +0.5%, Higher levies +3%, Higher chance to capture ships +5% for Military focus.​
A bunch of small boosts and many of similar advancements will be also in the generic tech tree in every age because you'll have 30+30+30 Admin/Diplo/Military advancements anyway.​
  • Finally, math. It corresponds to the previous two points, but with exact numbers.
In EU4 we have around ~30 linear techs in 3 categories, 21 idea groups (8 ideas each) and you choose 8 idea groups out of 21, and 10 national ideas, traditions and ambitions. In total you learn 164 'advancements' out of 268 (~60%) in EU4.​
In the so-called Project Caesar we'll learn ~500 advancements out of ~600 (~80%). They will be much more granular, less impactful each, non-linear and partially randomised.​
So I really have no worries about some advancemencents LOST FOREVER :D
If I need to 'change the focus' during the Age, I'd prioritise it in research to learn all 30 relevant advancements of the Age instead of 40 focused advancements. But for me it really won't be a tragedy if in 1650 I realise that in 1337 I chose +2% Control instead of +0.5% Discipline.
Unless I got something wrong from the comments. :)
if what you say is true, this is HOW to write a post: clear, simple and exhaustive! You are a life saver buddy!

Now my only doubt is that the "ideas" at the beginning of each era are completely useless at worst or marginal at best, but the hope is that they are not. One wonders why giving small bonuses like this at the beginning of the era, I hope at least they have an exhaustive and interesting description! Reading the bonus description is one of the best things about EUIV, let's hope they keep it!
 
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I do not think this is the right forum for a proposed idea but here it goes:

Idea:

I wanted to see previous wars or significant conflicts in the game (globally) and record the most significant battles throughout the game timeline.

Also, when it comes to battles, in EU 4, you have green and red as the opposing parties, but could you include neutral states (an alliance that chooses to stay out of the war) and those who support the war effort but choose not to join the war? White/Blue would be a neutral state, while yellow or orange would be those who chose a side but are financially or are sending missionaries (I hope I spelled right) to the front lines. If a state chooses to say neutral, they could hold peace negotiations (influence the outcome), while states that choose to be supporters are ineligible to hold peace negotiations.


Lastly, a peace negotiation deal should feel like a peace negotiation deal. For example, it should involve trying to find a meeting place where both parties can begin the peace deal process, proposing a treaty with one another, and maybe having another country be the tiebreaker in a peace deal.


In a World War conflict (at least four continents), things are different regarding war gameplay or altered due to the magnitude of the conflict; the same is true for peace negotiations.
 
The protestant specific advances will not be for an age when you convert, but for the next age.
This looks arbitrary and not player friendly, having to potentially wait 100 years to have a religion or government change "take effect". I understand other mechanics will change immediately, but people will still feel they are missing out.

I assume the system creates what advances are available for you at an age start. What if the system made all advances that would be available after a religion and/or government change also "available" at that time but "hide" them (i.e. the total on age change screen does not show them, they are invisible on the tech three and are naturally unavailable) and if there is a religion of government change the new avaible ones become visible while the previous government / religion ones become invisible?

If we want to avoid player min-maxing by constantly converting, we can have them unhide only once per age for religion and once for government. Or we could have them have a cap of religion or government advances per age so that they cannot collect in total more than a given number (e.g. highest number between old and new attribute).

This would not solve not showing the advances if you convert to a different tag, so maybe there is a better solution out there.
 
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The world is much more dynamic now. If I had a time machine and would visit my home town in 1337 and 1437 I probably wouldn't notice any difference...While 30 years ago the world was already so much different than today, let alone 100 years ago which is an unrecognizably different world.

That's a perception effect - things which are far away (conceptually) appear more homogenous (hence why people ask for flavour packs for "France" and "Germany" and also "West Africa" and "India").

And think about that example for a moment; if you visited your hometown in 1337, it would be 10-30 years before of the arrival of the black death. In 1437 it would certainly look a lot different!

And 1537 would be during the reformation, again worlds appart from how things were a century before. And 1637 would put you in the middle of the thirty years war and 1737 would put you abour 20 years from the 7 years war.

The idea that a country could have the same national focus for that whole period seems rather silly at that point, doesn't it? Surely you can agree that 50-year focuses make more sense than 100 year focuses?
 
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Welcome to another Happy Wednesday, for the 20th Tinto Talks, where we give out a lot of secret information about our absolutely 100% super-secret game Project Caesar...

...Today we talk about what will replace the Technology Levels and National Ideas of EU4.
Oh my god...Project Caesar is EU5...mind...blown...
 
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Now that my emotions have calmed down. I realize my mental image of what was represented by spending mana on ideas in EU4 was probably different from what the devs were thinking.

Since extra idea groups became available with advancing Admin tech specifically, I assumed opening up a slot represented expanding the capacity of the court and state bureaucracy. Thus enabling the state to operate a wider range of policies and initiatives at the same time. When you select an idea group it meant the ruler declaring an already existing philosophy that would now influence the government, with the spending of paper, bird, or sword mana on individual ideas in the group represented the legislative effort and political wrangling of forming the necessary agencies, doing the necessary reforms, etc.

If the devs considered national ideas similar enough to technology that merging them made sense, than the devs’ vision was much more abstract: Advancing admin tech was merely a gamey signpost signaling ‘your intellectual tradition can advance now’ and you the player, as the “Spirit Of The Nation”, decide what the next school of thought the king’s philosophers will come up with. Under that model, it makes sense that ideas become technologies.

I still think my model makes more sense: If you take Quality ideas as your first EU4 idea group it does not necessarily mean that ideas about economic reform or espionage do not co-exist with army reform exist in the country’s intellectual tradition. It’s just that the king decided the crown’s very limited state capacity should be dedicated towards the military.

I hope that intellectual advancements being a different thing from government policy is still represented to an extent by lots of laws unlocking new laws.
 
@Johan

Since we have Wednesday Talks, Friday Maps, and Saturday Buildings, can you do a Monday advances? Maybe each Monday post one advance of each category so people can comment on them.
 
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I don't know how I feel about this system, it feels very rigid and "gamey". A "Focus" being something so strongly defined for a nation beyond a particular ruler is immersion breaking, and makes it feel like there is a wizard with mana behind it all again. Why couldn't the focus change after a certain ruler's death, or a change in political direction (let's say Brandenburg getting devastated by the 30 years wars, and then, historically Brandenburgh started to heavily lean towards warfare and military).

But having an "exogenous" focus decided by a player that lasts a whole century feels so gamey and weird. So because a nation choose military focus and research the advance "Boarding Parties", "local infrastructure" can't be taken even again?

If a nation decides to """"invent""" boarding parties, they will never be able to figure out the use of accounting for their court ?? For a whole hundred years?


I'm not talking gameplay, I'm sure the impact is minimal, but it feels wrong and immersion breaking. What about examples like Napoleon, who made both crazy advances in terms of warfare, and institutions/civil law systems etc..

Ages and institutions felt a bit forced and arbitrary, this focus thing too is very gamey.

In real life, neighboors would often observe each other and copy/learn from one another. "Oh look, our neihbors started this thing called "Claim fabrication, what is it, seems like a good cunning idea..." But no, even though nobles, courts intermarry, and intermingle, there is like a magical barrier between countries, that will make some advances forever unobtainable?

Maybe it's a naming problem? "Claim fabrication" makes it look like nobody would be able to fabricate claims without it, while it is maybe just a slight bonus for claim fabrication speed?

What about "Debt and Loans"? It's probably just a small bonus, but the names are weird.

maybe change the things to "Improved xxx" as "Improved claim fabrication", as to make it less immersion breaking.


Also, how do things like "Tolerance Ideas" and "Hulk" (which unlocks a new type of ship) consume the same ressource?

You don't develop "Tolerance Ideas" in a lab, whereas a state spending ressources on a expert shipwrights, captains and skilled artisans, and coming up with new designs already makes more sense.

But Tolerance Ideas is more something that is diffused, and can be encouraged or repressed by the government and/or the estates. "Tolerance Ideas" sounds more like a policy, a law, a decision by the government, rather than an "Advance".

I know that it is very hard and complex to fit all of these "advances" together, but a more comprehensive and developped system would be welcome, maybe in a DLC?

At least to separate the propagation of Ideas and "philosophies"/thoughts, and the actions of the ruler, and the estates to repress or reinforce them.

Technology and advancement is probably the most complex thing ever, even in real life. How do technologies emerge? How do ideas emerge and spread?

I don't know... I'm maybe being too ambitious and dreaming, but I wanted EU5 to be THE game to be able to redesign and invent a crazy new technology system that would feel organic, satisfying, realist and fun at the same time. I know that it's probably not even possible...

Depending on what we are talking about it's completely different "mechanics" at play. Here is a scientific article explaining how and in what steps steam ships replaced sail boats: "Technological transitions as evolutionary reconfiguration processes: a multi-level perspective and a case-study" from Geels.



But some other advances are like philosophical thoughts, or litteraly "Ideas". There is no technological hurdle to coming up with the idea of "Fabricating claims".

In some cases, like with the Printing Press of Guntenbergh, one dude was responsible for most of the invention. But even for Gunterberg, inspiration from Xylography and asian techniques was probably the inspiration. It's always building up on someone else. The "Institution spread" and Neighboors bonus of EU4 is probably closer to real life than the Project Caesar iteration, as there is this feeling of time passing making technology emerges, and the neighbours having an influence as well. And multiple things can be developped in parallels. It feels so weird to have intellectual developments, military techniques, actual technologies and various other things all put in the same pipeline, using the same ressource..... And gated behind an arbitrary focus chosen with an arbitrary age....


The current iteration may be good in terms of gameplay, but it is immersion breaking as heck for me.
 
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Oh no, the ADM/DIP/MIL distinction is back :(
 
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It can be gated by anything.

The Horse Riding advance from Age of Traditions requires there to be horses in the market the capital belongs to.
How will the american nations (and any nation in the world with no horses available), from the great lakes all the way to the Patagonia will be able to get this advance as there were no horses in America. Will they be stucked without this advance for almost 200 years until a colonizer arrives and introduces horses in the new world?
 
How will the american nations (and any nation in the world with no horses available), from the great lakes all the way to the Patagonia will be able to get this advance as there were no horses in America. Will they be stucked without this advance for almost 200 years until a colonizer arrives and introduces horses in the new world?
Umm yeah that sounds like the most logical thing to happen?
 
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You pick one, and the ones you don't pick, you don't get ever. In the next age you have a choice of another 10 from another pool of 30.
I like the new nonlinearity of tech here, but limiting players like this seems very inelegant. Why not just allow them to pick as many trees as they want, with the knowledge that by not focusing on one tree they won’t get to the juicy bonuses at its end? That seems much more fun and realistic.
 
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You chose one per age.
It just makes so much more sense to me to have a couple powerful advantages at the end of each tree that incentivize focusing on it, but still allowing players to research multiple trees if they want to be able to not limit themselves to just one.
 
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