tech tree redesign

hey guys,

ive been a bit busy,

i see you guys did a lot of work till now,
great!

i dont mind scraping the space race vic for now, we have enough vic's.

though the no ship sounds kinda cool.

as deliverator says, its a process, eventually we will find all the missing stuff.

i will do some more work on the weekend, from the point david will get to.
 
Maybe Internment camps could require Feudalism AND Imperialism? So have the arrow come from Feudalism, and have Imperialism as an extra requirement?

I changed Internment Camps to require Feudalism. But Imperialism is up two levels, and in a big crowd. I did not put an AND requirement from Imperialism back down to Camps.

But it looks like you *could* get the Mind training OR Genetic manipulation for Mentats if you shifted the genetic manipulation box up, to be horizontal with desert industry, moved the line from space guild to space ports up above this box, and then drew a line from mind training to mentat logic (and made this OR).

Then we could make Research Labs require Suk School OR Mentat logic, so it would still be possible to get to research labs *without* mind training by following the genetic manipulation path, or to get to reserach labs without mind training by following the mind training->suk school path.

I guess the key point is to have Mentats come from either Mind Training or Genetic Manipulation. This part of the tree is also very dense. We could make room by placing Riding The Worm, Arrakis Transformation, Water Of Life and Golden Path all on a single line in that order. I tried changing Space Guild to require Desert Industry, or Landsraad, but those did not quite free up enough room. What do you think?

Kindjal Blades should have an AND requirement with Personal shields ... Low energy vehicle should similarly be an AND requirement for Plas-steel armor ... Improved Suspensors should be an AND requirement for Cooling systems ... we could consider cutting the tiers down by 2, condensing 18 into 17 and 20 into 19, the top of the tree is very very sparse.

Done.

Satellites tech from the design doc appears to be missing?

No, just accidentally had the same x,y as Plasteel Armor.
 
I changed Internment Camps to require Feudalism. But Imperialism is up two levels, and in a big crowd. I did not put an AND requirement from Imperialism back down to Camps.

Internment camps was intended to be in a later tier.
Why not make it require Law of Arrakis? And then move it so it is to the right of Maula pistols and Law of Arrakis? That gives it a higher requirement, and still a logical one, and moves it to an empty space.

We could make room by placing Riding The Worm, Arrakis Transformation, Water Of Life and Golden Path all on a single line in that order
This seems possible, but it was intended that Arrakis transformation be an optional tech, that you don't need to research unless you want to follow the terraforming path. Spicers don't *want* to transform Arrakis.
[*edit* though currently the tech gives Aquabores, so it isn't really optional]

Would it help if we move sand worms left so it was under Academies, pushed Space guild up so it was just under Landsraad, and then we could move mind training down and genetic manipulation left and up, so that genetic manipulation and mind training were vertically adjacent?
And then we could pull mentat logic left too, to make an easier line from genetic manipulation to artificial spice.
 
No, I have not done anything with tech flavors. I have fixed a couple of python issues and recently the civics issues. Next I will do some more on the offworld resources (which touches python, bonuses and buildings), and then maybe improvements.

If you touch the techs file, please also do verify the hammer costs.
 
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