Edit:
Here is a link to the most recent content updates. /edit
I have revised the learning tree to make it more comprehensible, playable, and organized. The relevant text files are enclosed.
First of all, why I am reworking the tech tree: I believe that with the current state of the game, a fuller tech tree will make the FO legitimately playable as a multiplayer competitive game. When it is in this state, it will be much easier to attract new contributers. Furthermore, if basic organization of the tree happens now, it will be much easier to decide where new techs go, etc. later on.
I have tried to design based approximately on the following parameters:
Every theory is unlocked by one other theory of the same category, one level lower.
Some theories may be unlocked by a second theory of any lower level, of any category.
In special cases, additional prerequisites may be used.
Every application is unlocked by one theory of the same category of the same level
Some applications may be unlocked by a second theory of the same category at a lower level, or a different category at the same level.
In special cases, additional prerequisites - including other applications of lower levels - may be used.
Every refinement is unlocked by an application or refinement of the same level.
Some refinements may be unlocked by multiple refinements of the same application.
In special cases, a theory may act as a prerequisite for a refinement.
Now, not all of these cases take effect in the part of the tree I reworked, but it's fair to let you know what I'm trying to work towards. The new learning tree looks very pretty! You all should take a look. Note that the current research costs exist for organizational purposes only. Also note that I dramatically increased the effects of many techs. We don't want an infinitely long tree, and further more, the player should never research all of it in a game. +2 is a fairly insignificant bonus on a scale to 100. You'll also find that many Learning apps give secondary advantages to other things as well, since +X to meter Y is fairly boring all the time. I also tried to give a penalty to most Learning Buildings, in keeping with previously made design decisions.
Of note, there is also a new building, Black Hole Power Plant, with a corresponding tech, Advanced Energy Harnessing in the Production section. A Black Hole Power Plant seemed the natural precursor to the Artificial Black Hole, and when I do that part of the tree, it will likely be one of those App --> App special cases.
If you don't like what I've done, I can stop, but I think it could be very useful for drawing in new members if the game can actually be played competitively, for fun, and not just for testing.
PS: The Looking Glass probably won't end up having a health penalty: More likely just a huge maintenance cost (In PP, of course).
PPS: For some reason, whenever I specified the graphic for a tech as "", the game wouldn't start. Because of that, I reused a several tech graphics; hopefully this does not cause confusion.