Yeah, there is a lot of content that will need to be added in all the other areas.
My advice would be, if something isn't in the game, don't add it to the tech tree, even just adding the names of the techs and boxes in the right place is a huge job, so for now even just doing that and not adding any 'effects' for the techs would be great!
The continent resources, are still in the plan, they will only be available on the continent terrain types, so they are unlocked by the tech tree, but their unique locations is a terrain or yield job. Haven't learnt it yet.
as for the 2 tech limit that is fine, I can design that into the tree eventually, so just plug any two techs next to it for now, and we will 'flesh that out' later.
With the start of the game I will be adding a selection of cave/campfire slots for needed productions that will be rubbish but will upgrade. You can see it with some of the early resources, something like tool maker's slab or some such... it is late...
Like I say, if something doesn't exist in M:C, like a yield or a building, just don't add it.
Just putting the name, xy coordinates, and just the sheer copy/paste quantity of tech entries, is plenty of work and a massive help to me, going through and 'changing' techs feels like much less work for my head than the constant copy pasting of new entries, and having them laid out across the tech tree is great for me too, as i can just look and say 'yeah we are missing some stuff here or there'