The Current Setup
First, let's examine the types of technologies found on the tech tree. There are three basic types:
- - Normal Technologies (80) - these unlock crafting items
- - Ex. Oil Processing, Railway, Rocketry
- - Ex. Advanced Electronics 2, Flight, Laser
- - Ex. Bullet Damage #, Follower Robot Count #, Lab Efficiency #
To research technologies, players need to produce 4 types of science pack. 2 of them can be crafted from the very start of the game, but the other 2 require technologies to unlock the packs. This effectively means that Alien Technology and Battery are unofficial gateway technologies, since they block anything that requires blue or purple science.
By the time most players reach Automation 2, they have created an automated research setup. For technologies using red and green science, this means that the research flies by in a very short time. So fast that it becomes hard to even care about the research you're doing. As you set up your initial base, every few minutes you select whatever technology requires the fewest science packs and just let it run. This is a very mindless setup, and it's hard to appreciate what you're actually researching and plan ahead.
As far as the logic behind required technologies, it's also a bit far-fetched. Laser is required for Military 3 even though none of the items it unlocks seem to require knowledge of lasers (however, you could make the argument that lasers are somehow required for manufacturing). On top of that, Military 3 requires blue science packs but does not depend on Battery, the technology that unlocks blue science packs.
Re-designing the Tech Tree
From what I can see, the best way to fix the weirdness in the tech tree is to redesign it from the start. The technologies themselves don't need to change in most cases, but the way they are put together and researched can definitely be changed.
The first step is to divide the tech tree itself and the technologies into three categories. Each of these categories has a science pack which corresponds to it. There is still plenty of overlap between each category, and requirements can span all three categories.
- - Production (red science): All technologies focused on creating raw components or improving material processing
- Logistics (green science): All technologies focused on transportation and distribution of materials
- Military (blue science): All technologies focused on offensive or defensive capabilities
There is also a fourth science pack: purple. This is used exclusively for upgrade technologies, which are part of all three categories. An upgrade will require the same science packs as the original technology (maybe 60-80% as many), plus some number of purple. The greater the upgrade, the more purple required. Like in the base game, purple science is made with alien artifacts.
All four types of science can be crafted at the beginning of the game, and require 2 components to create (with the exception of purple, which requires 1). All of them can be crafted using the most basic assembling machine, including all their components.
So what stops players from just crafting everything from the beginning of the game? Simple: gateway technologies. Rather than unlocking nothing, these technologies unlock better science packs. These more advanced science packs require 3 or more components to craft, including the previous level of science pack. This means that a Red Science Pack Mk. 2 will require a Red Science Pack Mk. 1 and two additional components, each of which can be crafted with the more advanced assembling machines or chemical plants.
What does this mean for players?
With this setup, players will have a much easier time understanding which technologies they have to research, and a much more difficult time setting up automated research stations. Players will also have much more choice in how they direct their efforts in the early game.
Because of the way gateway technologies work in the new setup, players need to constantly evolve their research setups. Unlocking new science packs won't completely replace the earlier science packs, but as the players get further and further along in the tree they'll need to shift production towards the more advanced types. End game technologies become much more of a challenge to reach, and there is no such thing as a set-and-forget research station.
What does this mean for developers?
In short, a lot more work setting things up. The tech tree is already there, and it works well enough as is. Redesigning the whole thing will take time, especially when the whole idea of science packs is completely different.
However, I think the rewards clearly outweigh the costs. A better tech tree will make it easier to add new technologies in the future, and will be much easier for new players to understand. A single long meeting to change the tech tree and a week of work could mean turning on many more players. Not to mention that this would automatically solve a lot of the issues with late-game play.