Thank you! On my mind, optional techs are useful, but mostly player just have far more important researches to do (for example, it's sometimes easier to reach Middle Ages and research Fundamentalism rather than go to Horse Archers). There are very few must-have optional techs - for example, Seafaring (because of harbors/shipyards/ports) and Fundamentalism (because of TKs/other fanatics). Also, some non-optional techs (like Siege Warfare and Architecture) are almost useless in comparison with other techs and researched in very end of their era only to reach the next one - may be there should be some connection with main tech tree (like with Sonar or Naval Aviation)? By the way, I've just mentioned another error on screenshots: old fighters have 2 speed while RARR flavors have only 1. Also: what about additional game options, like accelerated production, regicide and victory points? I've just started hotseat game with victory points, so could this game end through victory point scoring?