For the Transhuman Era, I've tried to keep the changes to a minimum. Unlike the previous eras, I don't have any real reason to justify any massive changes and I don't particularly want to force any one particular vision of the era, so I've mostly limited my ideas to pruning redundancies and making sure that every tech is required for at least one other tech. There were a lot of dead-ends in the Transhuman Era.
This is what Transhuman-1 winds up looking like after the techs that were moved to the Modern Age left and then the remaining techs collapsed. This is one of the few cases where I don't really have a chokepoint tech; in fact, this is going to need to be spread over two columns as there are too many techs to fit in one column.
Tech Old Prerequisites New Prerequisites
Artificial Intelligence Machine Learning Machine Learning
Automated Traffic
Communication Networks + Fiber Optics
+ Knowledge Management +
Mass Transit
+ Neural Networks Knowledge Management + Neural Networks
Brain-Machine Interface
Communication Networks
+ Modern Health Care + Virtual Reality Modern Health Care + Virtual Reality
Controlled Plasma Magnetic Levitation Magnetic Levitation
Ecological Engineering Biomaterials Biomaterials +
Climate Models
Mesh Networks Knowledge Management + Neural Networks Knowledge Management + Neural Networks
Metamaterials
Communication Networks
+ Nanotechnology + Stealth Nanotechnology + Stealth
Micromechanics Nanotechnology Nanotechnology
Military Robotics
Communication Networks + Modern Warfare
Cyberwarfare + Machine Learning + Unmanned Air Vehicles
Powered Exoskeleton (Machine Learning OR Wearable Computers) (Machine Learning OR Wearable Computers)
Rapid Prototyping
Communication Networks
+ Virtual Reality
Knowledge Management
+ Virtual Reality
- Automated Traffic, Brain-Machine Interface, and Metamaterials all had redundancies removed.
- Ecological Engineering added Climate Models because I thought it was better to shorten Climate Models' hook into the tech tree instead of waiting all the way to Weather Control.
- Military Robotics got a rewrite because I wanted to use Cyberwarfare somewhere, I felt Machine Learning was a really good tech to include, and I also thought that Unmanned Air Vehicles would be a natural step before ever trying to use general military robots. With those three prerequisites, the originals were redundant.
- Rapid Prototyping changed Communication Networks for Knowledge Management as Comm Nets is redundant with Virtual Reality, but I didn't want to leave Rapid Prototyping with only one prerequisite. This tech could almost be a Modern Era tech with the recent rise of 3D printers (I know they are not the same, but I don't think the difference is enough to justify separate techs).
Transhuman-2 is another very broad level with just a few minor tweaks and the one new Transhuman Era technology of
Megacorporations.
Tech Old Prerequisites New Prerequisites
Advanced Computers Artificial Intelligence + Cloning + Mesh Networks + Nanotechnology Artificial Intelligence + Cloning + Mesh Networks + Nanotechnology +
Superstring Theory
Biomimetics Micromechanics + (Hypersonic Flight OR Metamaterials) Micromechanics + (Hypersonic Flight OR Metamaterials)
Fusion Communication Networks + Controlled Plasma +
Fiber Optics
+ Robotics Communication Networks + Controlled Plasma + Robotics
Hypersonic Flight Military Robotics +
Stealth
Military Robotics
Invisibility Metamaterials + Wearable Computers Metamaterials + Wearable Computers
Megacorporations
NEW Derivatives + Legalized Gambling + Mesh Networks
Plastic Electronics Wearable Computers + (Micromechanics OR Wireless Electricity) Wearable Computers + (Micromechanics OR Wireless Electricity)
Railgun Fuel Cells + Magnetic Levitation + (Metamaterials OR Military Robotics) Fuel Cells + Magnetic Levitation + (Metamaterials OR Military Robotics)
Replacement Organs Cloning Cloning +
Metamaterials
Skyroads Artificial Intelligence + Automated Traffic + Unmanned Air Vehicles +
Vertical Flight
Artificial Intelligence + Automated Traffic + Unmanned Air Vehicles
Thought Scanning Brain-Machine Interface Brain-Machine Interface
Vertical Farming Hydroponics + Metamaterials Hydroponics + Metamaterials
Wireless Electricity Mesh Networks Mesh Networks
- Fusion, Hypersonic Flight, and Skyroads all lost redundant prerequisites.
- Advanced Computers added Superstring Theory because I needed a place to put SST and that looked like the best option.
- Replacement Organs added Metamaterials because I didn't think Cloning was enough, and I thought with Metamaterials, you could make replacement organs that were better than the ones being replaced.
Transhuman-3 is where the tree starts to narrow as it begins to converge on Future Tech.
Tech Old Prerequisites New Prerequisites
Androids Advanced Computers + Biomimetics + Rapid Prototyping Advanced Computers + Biomimetics + Rapid Prototyping
Anti-Aging Medicine
3D Modeling + Communication Networks
+ Replacement Organs Replacement Organs
Bionics Machine Learning + Thought Scanning Machine Learning + Thought Scanning
Environmental Economics Advanced Computers + Ecological Engineering Advanced Computers + Ecological Engineering
Nanoelectronics Plastic Electronics
Nanotechnology
+ Plastic Electronics
Orbital Flight Advanced Computers + Fuel Cells + Skyroads + (Biomimetics OR Hypersonic Flight) Advanced Computers + Fuel Cells + Skyroads + (Biomimetics OR Hypersonic Flight)
Quantum Computing Advanced Computers + Quantum Teleportation Advanced Computers + Quantum Teleportation
Smart Dust
Communication Networks
+ (Nanoelectronics OR Wireless Electricity) (Nanoelectronics OR Wireless Electricity)
Superstrong Alloys Advanced Computers + (Biomimetics OR Invisibility) Advanced Computers + (Biomimetics OR Invisibility)
- Anti-Aging Medicine and Smart Dust lost redundant prerequisites.
- Nanoelectronics gained Nanotechnology because it was possible to get to Plastic Electronics (Nanoelectronics' other prerequisite) without Nanotechnology by going through Wireless Electricity, so I patched that hole.
So we're almost at the end.