Thunderbrd
C2C War Dog
Yeah, certain intentions can be easily disrupted and in a lot of ways the best tech tree adjustments are minor ones. Redundancies aren't game impacting and are almost hardly noticeable but cutting them out makes us look like we've got our stuff together. And prereqs being on the same column can simply make sense and adds an almost inbetween the columns level to a tech so really isn't that bad a thing. Sometimes there just isn't something valid to require from the previous column. Floating techs were just too hard to avoid since we also have a rule of not exceeding the 19th Y range so that there's never an up/down scrollbar in our tech tree.I found place, where you can skip entire one column.
Its like these techs and all further ones could be moved one column back (X positions weren't adjusted in this audit).
Edit: It seems like some techs just have their prereqs listed two columns back just like in these screenshots.
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I wonder if its even technically possible to have tech tree that is:
- without redundancies
- without And requirements being on same column
- techs always requiring something from previous column
- no floating techs (shamanism is only case)
- having easily readable arrows
That would displace most techs from their row and column
I guess someone bored could do that (most likely they would also change building costs of tech unlocking buildings changed column)![]()
The steam power tech was very interesting that many techs that rely on it were actually 2 columns out. I actually loved the way it set up a very interesting configuration that showed a really unique variation of approach for that era. Steam Power is a tech a LOT of techs take on as their primary, or even only, prereq, even though they may be a column ahead. And the way it is, you can clearly see the tree branching out to reach those. It was just too elegant and symmetrical and yet logically followable, to remove the OR prerequisite of Steam Power.
Don't discount the value of variation in different areas of the tech tree helping to add unique twists and turns to the roller coaster of exploration through the eras.
If they don't actually conflict at the corner, this solution would be pretty good. But I was trying to avoid large scale line shifts and such for now so past a threshold of tolerance of how many techs had to be moved (even on the Y scale), I usually opted for another approach. This could be a good set of adjustments though and I think an older evaluation of mine came up with the same thing and never got implemented. If you wish to make this adjustment it could be good practice in working with the SVN. Any questions on how or would you 'have this'?The biggest "issue" is that the atlatl making and slavery lines do not look very pretty.
I generally did the first when the lines were just impossible to read because they were crossing too much. Or when a prereq tech had another tech between the two and listing the OR in both would result in a line going under another line straight through (since the immediately previous tech was NOT a prereq of the one to come right after it.) So it was often a way of jumping over a tech being in the way of one's prerequisite. This happened very visibly in the industrial from Industrialism to the world war one weaponry techs.I see no problem with a tech only having AND prerequisites. Also I see no problem in having an AND prerequisite tech in the same column.
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