Less Malarkey Civil Tech Tree Requirements

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Author: littleShepherd

Last revision: 2 Apr, 2023 at 17:23 UTC

File size: 598.02 KB

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Description:

Are you tired of pursuing bizarre buildings to unlock a tech tree?
Are you especially tired of being locked out of the Religion/Library tech tree?
I realize there is the wonderful no-malarkey mod, but it kills the game immersion.
This mod keeps the innovative tech-locks feature while making unlocking the branches more realistic and, in the case of one branch, achievable.
Breaking down the required buildings by Technology Branch (“tree”):

Farm Tree

It was odd that a military supply depot (granary) could lead to farming advancements.
Build a level 3, 4 or 5 farm of either type
Build a level 3, 4 or 5 Pasture.
Capture or Annex a level 5 Farm (either) or Pasture

Industry Tree

No Change: Build or Capture a Forge

Military Logistics Tree

Garrisons are out given all the new garrisons mods. They are only used for border or distant regions or when there is nothing else to build. Garrisons also have little to do with the army supply techs of this tree.
Build a level 2 or 3 Granary or Souterrain (1 is not enough)
Build a level 1-3 Fogou (only available in the Cerneu region)
Build a level 4 or 5 Garrison
Capture or annex a level 3 Granary, Souterrain, Fogou or level 5 Garrison

Leadership Tree

No Change: Build or Capture a Moot Hill, Court (Welsh) or Viking Law Thing

Trade Tree

Building a level 2 Longphort or Market City is not viable for a number of factions. Now you can either build the original chains (Longphort/Market 2-5) or capture these chains at level 5 or!
Build a non-city trade port of either type to level 4 or 5.
If you capture or annex the trade port, it must be at level 5.
Non-city means the trade ports in non-walled towns.

Religion Tree -Build

This is the main point of this mod since this tree is out of reach for most factions except Mide until late game.
The developers’ intent was to keep traditional centers of learning and religion as the sources of the scholarship technologies. However, they didn’t implement it thoroughly. Now all of these open up the tree if one builds:
vik_monastery_4 or vik_monastery_5 (Sea King territory, L2 or L3 no longer sufficient after all the sacking), or
vik_st_ciaran_3, vik_st_ciaran_4 or vik_st_ciaran_5 (Mide, note L2 isn’t enough), or
vik_st_columbe_4 or vik_st_columbe_5 (near Cirren, note L2, L3 not enough), or
vik_scoan_abbey_3 (so Cirren doesn’t always have to eliminate their ally),
vik_st_patraic_2, vik_st_patraic_3, vik_st_patraic_4, vik_st_patraic_5 (a foundational city of scholarship),
vik_school_ros_2, vik_school_ros_3, vik_school_ros_4, vik_school_ros_5 (a remote center for scholarship),
vik_st_dewi_2, vik_st_dewi_3, vik_st_dewi_4, vik_st_dewi_5 (the only other “school” on the map),
vik_st_ringan_4, vik_st_ringan_5 (for StratClyde), or
vik_st_cuthbert_5 (for Northumbria or Northleode, there wasn’t much left of the church after the GHA),
vik_st_edmund_5 (for East Anglia; again, the clergy was slaughtered so L5 is needed),
vik_rock_caisil_4, vik_rock_caisil_5 (N. Ireland),
vik_grianan_ailech_4, vik_grianan_ailech_5 (also N. Ireland),
vik_achad_bo_4, vik_achad_bo_5 (Mid-south Ireland),
All the level 5, normal abbeys are included (unless there is protest):
vik_celi_de_abbey_5, vik_benedictine_abbey_5, vik_abbey_5 (market abbeys not included).

Religion Tree – Conquer or Annex

One must either conquer, annex (or vassalize not tested) the top tier of all the above buildings:
monastery_5, st_ciaran_5, st_columbe_5, st_patraic_5, school_ros_5, dewi_5, st_ringan_5, st_cuthbert_5, rock_caisil_5, grianan_ailech_5, achad_bo_5
as well as the generics: celi_de_abbey_5, benedictine_abbey_5, abbey_5
I left out Scoan Abbey on the conquer list because St. Columbe is next door and a level 3 abbey would not have been able to attract a strong clerical community given all the nearby level 5 abbeys.
This should put every faction in relatively easy reach of the religion tech without having to cross the map and seize a center of scholarship. Why would the clergy bother to teach such a remote king their technology?

Guide to locations

Use this guide if you don’t know how to use the in-game encyclopedia to find each of these buildings:
https://steamcommunity.com/sharedfiles/filedetails/?id=1396052775

Directions

Put this in the load order above any overhaul mod. Probably not save-game compatible.
It will not help with Shieldwall. It works with Radious, Crucible and Great Heathen Army.

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