K 10 svn:author V 6 rfalke K 8 svn:date V 27 2002-08-15T08:26:23.000000Z K 7 svn:log V 1661 Name changes (for history, logic and clarity) * Swap "Map Making" with "Seafaring" * Swap "Alphabet" with "Writing" * Rename "Engineering" to "Milling" * Rename "Conscription" to "Riflery" Army * Chivalry requires Horseback Riding and Iron Working; Feudalism requires Chivalry and Monarchy (Rational: if you ride a horse and wear iron armor, you're a knight -- you don't need a bunch of serfs, but if there aren't any knights, the serfs aren't going to serve their lords. This also puts legions before knights and phalanxes before pikemen) * Gunpowder allows *canons*; Metalurgy allows muskets (historically, canons came first) Navy * Magnetism requires physics and *gunpowder* (the important difference between a caravel and a frigate is the gun deck) * Steam Engine requires magnetism and railroad (Historical and fixes obsolecense) but allows both Ironclad and Transport (historical) * Advanced navy totally reworked -- destroyer and cruiser come at same time, just after submarine (roughly historical; IMO improves gameplay) Other * Construction requires masonry and *mathematics* (so canons require catapults) * Democracy requires Republic and Polytheism (historical: democracy appeared very early; why polytheism? convenience, and all people are equal only when compared to something vastly superhuman) * Railroad requires *Metalurgy* and Bridge Building (gets timing about right, makes some sense, and puts ironclads after musketeers) * Riflery requires *economics* and metalurgy (compensate for movement of democracy; also roughly historical) Patch from Daniel L Speyer END