Any chance of adopting a more moo2-like tech system?
It seems to me that this type of 'tech sphagetti' menu always invites a zillion redundant techs and never ever has a comfortable interface.
moo2s was simple, extremely effecient, extremely easy to navigate and use, remarkably easy to understand, requiring no myriad filters, endless mouse scrolling or a magnification lense.
It was simple, concise, powerful and done with extreme finesse.
Granted it doesn't give you the option to link 5 techs as prerequisites to another but I think I'd always choose the kind that I can use comfortably and has 0 redundancy.
I mean yeah I love all the flavor text, but what is the point of having a starting tech that gives no apparent benefit just so it has a picture and long text?
And conversely there's no point whatever in having multiple techs that all give incremental bonuses to the same thing. it's the point where game design becomes flowchart design and is redundant (good lesson to learn from stardocks games)... unlike in moo2 where each and every tech is something that's usually completely new.
I think the tech tree mechanism could be looked over, sifted for redundancy of design and then condensed... in the roadmap there's a lot about adding more branches to it and that sort of blew my mind..!
awsome project btw