![civilization 2 tech tree civilization 2 tech tree](https://ih1.redbubble.net/image.488987277.6608/ffp,small,black,off_white,box20,wall_texture,product,750x1000.u1.jpg)
That's a good tax base fast, especially considering that the Torians are one of the two races who can build market centres initially.
![civilization 2 tech tree civilization 2 tech tree](https://www.civfanatics.com/images/civ2/poster/unitschart.jpg)
Thanks to the harvester being initially available, you can get starting colonies up to 10-12 billion in pop (or more, depending on morale and farming enhancing resources on planets) in about 20 turns. Super breeder is the best ability IMHO, and with the Torians you can get planets up to max very quickly by maintaining a tax rate of 32% (one of their initial techs gives +5% morale, using other races on super breeder means a slightly lower tax rate for the same growth) and building the cheap temple of memories and a healing pool. They are the best expansion AI race in every game I've played, and the easiest tech tree to expand with. So the starting and early techs and planet improvements are very important. Note that I play on immense maps where there are generally quite a few planets up for grabs, and with a very slow tech rate.
![civilization 2 tech tree civilization 2 tech tree](https://d.newsweek.com/en/full/1330477/civilization-6-gathering-storm-expansion-pack-civ-6-new-civs.jpg)
Well, I have played custom races with most every tech tree, at least through the initial colony rush, and I find that tech trees significantly impact it. Please post any other tech tree oddities, bugs, flaws or confusions you have to this thread! This makes a certain degree of sense given their backstory, but it also seems kinda harsh. Are they compensated for this in some way? (The Arceans lack acces to all drive tech beyond basic hyperdrive, but that I am pretty sure is intentional as they're compensated with their navigation tech).Ĥ) The Thalan have no access to farms or any kind of food boosting building. Now for the things where I'm not sure if they're errors or intentional.ģ) The Torians, Krynn and Yor lack acces to Hyperwarp drives. SOLUTION: Give the Thalan access to this module with their "Defense Industries" tech.
#CIVILIZATION 2 TECH TREE UPGRADE#
"Industrial Adaptation" for the Thalan, "Collective Manufacturing" for the Yor, "Industrial Replication" for the Iconians, and through the Slave Pits branch for the Korath(?)Ģ) The Thalan lack access to the Battle Stations Mk I starbase module (although they do have acces to Battle Stations Mark II and higher - it's just they can never upgrade to that point owing to the lack of Mark I). OR: Give these civs the suitable upgrade as part of their branch which is equivalent to Xeno Indutrial Theory: SOLUTION: a) Give these civs access to the Drengin's "Indutrial Starbase Construction" branch
![civilization 2 tech tree civilization 2 tech tree](https://purenintendo.com/wp-content/uploads/2008/07/techtree.jpg)
The Korath (althought their cousins the Drengin DO get upgrades via an "Industial Starbase Construction" chain that seems to be unique to them) This is because they no longer posess the Xeno Indistrial Theory chain of technologies, and the roughly equivalent replacements in each case do not provide starbase techs. I wanted to gather together all of the gaps, flaws and bugs in the tech trees into one place, partly so I could work out what was definitely a mistake and what was actually intentional, partly to help out people looking for information, and maybe to help the developers out too!ġ) The following races lack the ability to research anything more than the basic Mining Starbase and Strabse Factory modules. But, there are a couple of obvious flaws in the trees, many of which have been talked about before on the forums here. Twilight of the Arnor is really cool, and I really dig the new race specific tech trees.