Tech tree improvements (missing dependencies, empty techs)
Posted: Tue Apr 17, 2018 7:07 pm
There's a few annoying cases inside the tech tree that I would like to be resolved:
- Advanced material processing 2 is not required, directly or indirectly, by tech that needs the production pack unlocked by it
- Portable solar don't require the solar panel tech, same issue as above
- Energy shield tech doesn't require military 2, same issue again; there's probably more I've missed, but AP2 is the big offender followed by AE2
- Robotics and flight are both empty techs that mostly offer the same child techs, and could be merged
- Flammables is an empty tech and can be removed (price merged into flamethrowers), and is also a dependency for rockets which IMO is strange
- Electric energy accumulator tech has a 1 due to the internal name, which is misleading
- Advanced electronics doesn't have this 1, despite advanced electronics 2 being a tech which does
Hopefully this gets looked at with the upcoming tech tree changes.
- Advanced material processing 2 is not required, directly or indirectly, by tech that needs the production pack unlocked by it
- Portable solar don't require the solar panel tech, same issue as above
- Energy shield tech doesn't require military 2, same issue again; there's probably more I've missed, but AP2 is the big offender followed by AE2
- Robotics and flight are both empty techs that mostly offer the same child techs, and could be merged
- Flammables is an empty tech and can be removed (price merged into flamethrowers), and is also a dependency for rockets which IMO is strange
- Electric energy accumulator tech has a 1 due to the internal name, which is misleading
- Advanced electronics doesn't have this 1, despite advanced electronics 2 being a tech which does
Hopefully this gets looked at with the upcoming tech tree changes.