So there are 6 one-trick techs up to the Modern Era. There are another 7 one-tricks in the Modern Era alone. First off, here is the current list:
- Modern Physics: Research Laboratory building
- 3D Modeling: Design Studio building
- Hydroponics: Hydroponic Farm building
- Microprocessor: Solar Plant building
- Fuel Cells: Stealth Submarine unit
- Superconductors: Supercollider national wonder
- Magnetic Levitation: Maglev improvement
I think the best approach here is to actually just cut out many of these techs to save the rest.
Modern Physics, as I understand, is a general term for any physics that incorporates relativity and quantum mechanics. Other than that, it's pretty vague. I think we can cut this and transfer the Research Lab to Computers. Computers is a 1.5-trick tech and I'm looking for something to give Computers to represent its boost to science.
3D Modeling is a tech I really think is too narrow to make for a good technology. Like Magnetic Levitation, it feels more like an application of technology than a tech all to itself. In this case, moving the Design Studio up to Microprocessor would help salvage that tech without having to add anything new.
Hydroponics is worth saving in my opinion. The two things I am considering are either a Hydroponic Farm improvement that would be an upgrade of the regular Farm or the
Gardens by the Bay in Singapore as a World Wonder. I have no idea what it would do, but I'm considering it.
Microprocessor can be fixed easily by moving Design Studio here and cutting 3D Modeling. Otherwise, we would need something that was computer-related but can't be either flat computer manufacturing (because I don't want to introduce any more manufactured resources) or networked computers (because that's the Computer Networks tech's job). I'm drawing a blank on what else could fit; maybe a computer corporation?
Fuel Cells seems so limited to me that I don't know what else we can do. The only thing I can think of is moving a vehicle unit here, but I don't see that fuel cells have made enough of an impact on the military that it would result in a new unit, and we also aren't concentrating so much on space that this would lead to any benefits there. I'm not sure right now where to put the Stealth Sub, or even if we need to keep it.
Superconductors and
Magnetic Levitation get salvaged by axing two techs and constructing a new one. We consolidate Magnetic Levitation and Superstring Theory into
Particle Physics, then swap the Maglev improvement and the Great Scientist over to Superconductors, and give Supercollider to Particle Physics. That way, Superconductors gets Maglev and Great Sci, and Particle Physics gets Supercollider and Theory of Everything. That puts both techs above the viability threshold. I like these not-exclusively-practical techs, but they're sometimes hard to make content for without stretching.