@MrAzure:
Sorry if I sounded confrontational, I didn't mean to. You are indeed in chagenof tech design, as I am of unit design. However, I always post my proposals with specificity in the Units thread before making them, so that they can be debated and revised. I just think it would be a good idea to post your ideas for specific techs and give stats for them before making them, which I'm not sure you did for the most recent batch. (I may just have missed them, I was gone most of last week)
As Hydro said, your efficiency is good, it's just that sometimes you work so fast we can't keep up. I'm used to the tech tree developing at the speed of Snail, so I guess all your new ideas are a bit overwhelming at times.
I admit it for the most recent batch. I think I really did subpar. The Techs I proposed just arent as fun, general enough, varied, and just not cool enough compared to the Tech Tree of other games.
This is what I am going to do.
In the revised Tech Tree;
Every Tech will have a box.
In a visually appealing style, each tech box will have:
x.Small pic
1.Tech Name
2.Short Descriptive Sentence.
3. Game-play use of said Tech.
[Class of Tech: (What the main funtionality of the Tech is about).
Unit, Social, Science, Culture, Religion,Trade, Energy, AI, etc..]
Each tech in the tech Tree will look like a collectible trading card! Easy to read, easy to understand, and easy to inspire you and others!
Here is an example of Bugbots/Insecta robotics:
This will slow me down a bit, make sure the TECH is good enough, and easy for everyone to gland and get a reference