Tech Tree

Calculate optimal ratios for feeding recipes, search through the research-tree, specialized tools to view game-information.
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DaveMcW
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Re: Tech Tree

Post by DaveMcW » Fri Apr 17, 2015 6:37 am

Updated for 0.11.21.

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Re: Tech Tree

Post by indjev99 » Sat Apr 18, 2015 1:00 pm

I don't want to get technical (well actually I do), but that is not a tree and neither is the Civ 5 tech "tree". This is a DAG - Directed Acyclic Graph. Directed because the connections have direction - they are one way. Acyclic because there are no cycles - loops. And Graph because well it's a graph. Every tree is a DAG, but not all DAGs are trees. This is not a tree because some vertices have more than one parent - some technologies have more than one requirement. :D
Image This is a tree.
Last edited by indjev99 on Mon Apr 04, 2016 12:54 pm, edited 1 time in total.

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Re: Tech Tree

Post by cube » Tue Apr 21, 2015 10:16 am

To be technically correct (which is the best kind of correct, obviously :-) ) not all trees are directed, so your statement "Every tree is a DAG" is not true :-)

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Re: Tech Tree

Post by DanGio » Fri May 22, 2015 9:46 am

Hi ! I just discovered your job, it's very nice and useful... Thanks !

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Re: Tech Tree

Post by DaveMcW » Sat Nov 14, 2015 1:17 pm

Updated for 0.12.17.

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Re: Tech Tree

Post by indjev99 » Mon Apr 04, 2016 1:01 pm

cube wrote:To be technically correct (which is the best kind of correct, obviously :-) ) not all trees are directed, so your statement "Every tree is a DAG" is not true :-)
Yeah, I misspoke. What I should have said is that every tree can be made into a DAG by just assigning some direction to each edge. And since for these types of technological progressions the requirements are always one way (directed), any tree that you would use would be directed and therefore a DAG.

P.S. I looked trough all my posts out of boredom and saw this and decided to reply even though one year has passed.

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Re: Tech Tree

Post by IronGator » Tue Jul 19, 2016 7:05 pm

Hello!

Geed the great job!

Update it to 0.13! :)

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Re: Tech Tree

Post by DaveMcW » Mon Sep 19, 2016 7:43 pm

Updated for 0.13. I went with a more Civ2 style this time.

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Re: Tech Tree

Post by mrvn » Tue Sep 20, 2016 9:31 am

Have you considered making the same for production? Starting with coal, wood and ores at the top and then going down the list of items and buildings you can build from that?

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Re: Tech Tree

Post by ssilk » Sun Nov 06, 2016 11:55 am

I cannot repeat how useful this is.

Little suggestion: Add prototype-name anywhere (a bit hidden), so that someone can copy/paste the tech-names directly from here.
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

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DaveMcW
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Re: Tech Tree

Post by DaveMcW » Sun Apr 30, 2017 4:52 pm

Updated for 0.15.5.

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Re: Tech Tree

Post by FasterJump » Sat May 06, 2017 4:54 pm

Very nice job on your tech tree, it's quite useful.
I'd like to make 2 suggestions:
- Add a checkbox that makes cost calculations assume you have productivity III modules into everything
- Add a line at the beginning for the stuff that doesn't need to be researched, so we can know the cost of red science, mining drill, yellow belts and other basic items.

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Re: Tech Tree

Post by AndrewIRL » Sat May 06, 2017 4:59 pm

DaveMcW wrote:Updated for 0.15.5.
Nice!

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Re: Tech Tree

Post by mrvn » Sat May 06, 2017 10:54 pm

I wonder if you could visualize the tech tree on a (invisible) cylinder. All techs would be on the surface but prerequisites can go trough the cylinder.

* The output should be optimized to have less lines going (deep) through the cylinder.
* Techs should probably be grouped by type (weapons, mining, fluids, bots? each would get a 90° arc around the cylinder)
* Techs in the back should be visible but ghosted or dimmed or something to make the front more visible.
* The dragging with the mouse should rotate the cylinder brining other things to the front.

Just some late night thoughts.

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DaveMcW
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Re: Tech Tree

Post by DaveMcW » Sat Dec 16, 2017 6:42 am

Updated for 0.16.

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Re: Tech Tree

Post by Texernie » Fri Dec 22, 2017 11:20 pm

I noticed that some prerequisites seem to be missing in the 16.7 version of the tech tree. Case in point is the Logistic System. It requires the production and high tech science packs in order for the research to happen. The associated Advanced electronics 2 for the High tech science pack and the Advanced material processing 2 for the production science pack nodes are not included in the prerequisites for the logistic system node though. Mainly wanted to make it known so that if someone is depending upon the tree, they will know there might be some extra tech in there that is needed.

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DaveMcW
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Re: Tech Tree

Post by DaveMcW » Sat Dec 23, 2017 12:45 am

Were you personally confused by this?

The drawback is that clicking on Advanced Electronics gives you a line to every blue tech, and Advanced Electronics 2 gives you a line to every yellow tech.

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Re: Tech Tree

Post by vashcouk » Mon Jan 07, 2019 9:48 pm

Is there a new link for this. The current link is dead.

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Re: Tech Tree

Post by Koub » Mon Jan 07, 2019 11:06 pm

The link in DaveMcW's sig (in the post just above yours) does work for me.
Koub - Please consider English is not my native language.

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Re: Tech Tree

Post by DaveMcW » Wed Feb 27, 2019 1:25 pm

Updated for 0.17.0.

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