Got a few things that I don't really like about the Warefare Tech Tree.
Currently it's as follows (note that I've placed additional prereqs in brackets behind in an attempt to keep things clean):
Leatherworking --> Weaponry (prereq Training) --> Blacksmithing --> Rest of Tech Tree
Training --> Drills --> Archery (prereq Weaponry) --> Longbows --> Rest of Tech Tree
--> Mounted Warefare --> Warg Riding
Imo, I propose the following changes be made to this part of the tree:
Leatherworking --> Weaponry (prereq Training) --> Archery --> Longbows --> Rest of Tech Tree
--> Mounted Warefare (prereq Weaponry) --> Warg Riding --> Fantastic Mounts
Training --> Drills --> Blacksmithing --> Rest of Tech Tree
Imo, this setup makes WAY more sense. Also, SOMETHING has to be added to Drills. Just the +1 army size really makes this tech underwhelming at the best of times.
The Fantastic Mounts Tech that I've added is for a prequesite to merc camps that involve mounting a fantastic creature. (A Dragon Rider or a Unicorn Rider or something like that)
Also, the Siege Weapons Tech requires another tech after it that strengthens Catapults and other 'siege' units (like golems) in some fashion.
Lastly, imo, Refined Training tech should have it's +10% accuracy reduced to +5%.
Thoughts? Comments?