Katie Boundary
Chieftain
- Joined
- Apr 20, 2015
- Messages
- 14

Note that this is a SKELETAL map, and does not represent dependencies outside the production tree. This tree is tightly interwoven with the financial tree, which in turn has a lot of dependencies in the religion-and-civics tree. Two crucial decisions are how to get paper (Civil Service vs. Theology) and how to get Gunpowder (Guilds vs. Education). If you choose to ignore Mysticism through Theology in favor of going Currency -> Code of Laws -> Civil Service -> Paper -> Education -> Gunpowder -> Chemistry, then you'll be able to get as far as Printing Press and Steel, but you'll be screwed for Replaceable Parts. Conversely, if you ignore Code of Laws and Civil Service in favor of Theology, you'll be able to get as far as Combustion and Steam Power, but you'll be screwed for Assembly Line. If you're clever, though, you can skip Polytheism through Theology and just weave your way through Mysticism -> Meditation -> Priesthood -> Monarchy -> Feudalism to unlock Guilds and Civil Service... a fact that is NOT reflected in the path that the game will choose for you if you just click on Plastics on turn 1.
Either way, you can safely ignore the Fishing -> Sailing -> Compass -> Optics -> Astronomy -> etc path all the way up until you need Industrialism. Conversely, the "naval science" tree is quite dependent on the production tree: Compass requires Iron Working, Optics requires Machinery, Scientific Method requires Printing Press, and Biology requires Chemistry.
This leaves Agriculture and Hunting as the 100% optional starting techs.
EDIT: hmmm, maybe I should have made it vertical rather than horizontal...