Tech tree statistics and ingame tech tree.

Also sometimes techs and their OR/AND prereqs are in same column.
And prereqs may be in the same column. That's legal. OR prereqs may not be and I didn't see any signs of that - it shows up pretty obviously as an odd line that comes off the back of the tech.
 
Thanks for the fixes on the tree. There were a couple of instances a while ago where you could enter an era with something other than the intended gateway techs, but I fixed those. I will have to review it to make sure, but in general, if none of the X positions were changed, then it shouldn't cause problems for any of the new future era material. There are a handful of other things that I know to be out of order and will need fixing, e.g. Cislunar Asteroid Mine being available in an earlier column than even the cislunar colonies.
 
Thanks for the fixes on the tree. There were a couple of instances a while ago where you could enter an era with something other than the intended gateway techs, but I fixed those. I will have to review it to make sure, but in general, if none of the X positions were changed, then it shouldn't cause problems for any of the new future era material. There are a handful of other things that I know to be out of order and will need fixing, e.g. Cislunar Asteroid Mine being available in an earlier column than even the cislunar colonies.
And thank you for your trust in me. I hope I haven't disrupted any intent. I would think what you'd want to most look for if you were to do a compare to review, would be wherever a prereq was added. Just quickly make sure that it still comes across as logical. I understand the concept behind some 90% of the techs of the future era so I hope the prereqs all maintain not only a logical consistency as much as hoped but also don't interfere with any unique elements of design planning you may have had in mind.
 
OK, I've made a cursory scan through the future eras and things still look good. I don't readily see any instances of broken prereqs that should be maintained.

There are still a number of redundant prereqs and instances where there is a very long gap between a tech and its prereq. I propose the following additional changes to fix those issues. All of these are preexisting issues that have nothing to do with your recent update.

. Deep Space Colonies requires Planetary Manufacturing
. Kuiper Belt Exploration does not require Planetary Manufacturing
. Weather Control does not require Climate Models
. Subterranean Exploration requires Advanced Shielding and Human Transmutation instead of Astro Environmental Systems and Volcanology
. Colony Arcology requires Planetary Defenses and Sentient Earth, rather than Shielding and Organic Cities
. Drop Advanced Shielding and Planetary Manufacturing from Launch Arcology requirements
. Astroecology requires Weather Control instead of Subterranean Exploration
. Attometer Nanomorphism requires Cultural Evolution instead of Nanotroids
. Teleportation requires Interstellar Communication instead of Quantum Computing
. Weaponized Disintegration does not require Atomization Field
. Weaponized Gravity Fields does not require Advanced Warmachines
. Weaponized Antimatter requires Star Lifting instead of Weaponized Disintegration
. Astroimperialism does not require Interstellar Communication
. Picotechnology does not require Teleportation
. Wormhole Traversal does not require Teleportation

I've queued these changes to do on my next SVN update, though that might be a while still. I will take off the list any changes that are vetoed for good reason.
 
Last edited:
OK, I've made a cursory scan through the future eras and things still look good. I don't readily see any instances of broken prereqs that should be maintained.

There are still a number of redundant prereqs and instances where there is a very long gap between a tech and its prereq. I propose the following additional changes to fix those issues. All of these are preexisting issues that have nothing to do with your recent update.

. Deep Space Colonies requires Planetary Manufacturing
. Kuiper Belt Exploration does not require Planetary Manufacturing
. Weather Control does not require Climate Models
. Subterranean Exploration requires Advanced Shielding and Human Transmutation instead of Astro Environmental Systems and Volcanology
. Colony Arcology requires Planetary Defenses and Sentient Earth, rather than Shielding and Organic Cities
. Drop Advanced Shielding and Planetary Manufacturing from Launch Arcology requirements
. Astroecology requires Weather Control instead of Subterranean Exploration
. Attometer Nanomorphism requires Cultural Evolution instead of Nanotroids
. Teleportation requires Interstellar Communication instead of Quantum Computing
. Weaponized Disintegration does not require Atomization Field
. Weaponized Gravity Fields does not require Advanced Warmachines
. Weaponized Antimatter requires Star Lifting instead of Weaponized Disintegration
. Astroimperialism does not require Interstellar Communication
. Picotechnology does not require Teleportation
. Wormhole Traversal does not require Teleportation

I've queued these changes to do on my next SVN update, though that might be a while still. I will take off the list any changes that are vetoed for good reason.
I won't veto any of it. Just make sure you visually check the tech tree afterwards to ensure you haven't made a mess. If you're adding or removing OR prereqs, you really need to look at how it panned out and what you might be able to do differently about it if you start creating situations where its difficult to read the path. AND prereqs are a bit safer both for removal and adding them.
 
I will keep that in mind and probably will not be modifying any OR prereqs.
Yeah, it looks like a list that can get away with minimal adjustments there. BTW, this gave me more opportunity to really absorb a bit more about the future tech tree. Some really interesting ideas shaping up in there.
 
I remade screenshots of tech tree as of latest SVN.
Did 85 screenshots (cut every two columns, as 3 columns was to much to cover arrows), and combined them in 13 era trees.
Can't make tech tree in single picture:
Paint gives up after 32000 pixels same with windows and imgur :p
 
Last edited:
Edited Galactic era tech tree to reflect in game name change for two technologies as of SVN 9881
 
Raxo, I have to recommend to you to archive all the imgur pics you have using archive.org or archive.fo.
As far as I know, Imgur deletes pictures after some time if they don't recive more views but archive.org has been around +10 years without deleting a single piece of data (as long it's not encrypted or illegal).
https://archive.org/web/
 
Raxo, I have to recommend to you to archive all the imgur pics you have using archive.org or archive.fo.
As far as I know, Imgur deletes pictures after some time if they don't recive more views but archive.org has been around +10 years without deleting a single piece of data (as long it's not encrypted or illegal).
https://archive.org/web/
EDIT: No need for that due to relatively frequent updates.

Also most likely a new player or someone else will look at this thread once a while.
 
Last edited:
Updated tech tree to V38 - now it contains new religious icons.
We have 929 techs :)
Only 71 techs needed to 1000 :D
 
Last edited:
I updated screenshots of tech tree to SVN 10141.

Only cleanup of tech tree happened, that is removed all redundancies and cleaned crossed/tangled arrows.
 
Updated tech tree to SVN 10208.
Minor rearrangement happened, new techs got added and tech tree got paint job.
We have 941 techs.
59 to go! :p
 
Last edited:
Regarding the techs per column, I wonder if the ancient and classical eras are too compacted or if it's the later eras that are too sparse.
 
Back
Top Bottom