For the love of God, when are we ever gonna get an in game tech tree library?

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Roland Traveler

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That’s not a lot of people. Compared to the player base at large, a handful of people on Reddit (yes, a handful. I didn’t see higher than twelve upvotes) wanting a tech tree isn’t exactly the great yearning you make it out to be. Besides, the lack of a clear tech tree makes the game more fluid as you don’t know exactly what you have to do to get a tech you want. I like the variation it brings to the game, and think being able to see it would make Stellaris a lot more generic.
 

happyscrub

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That’s not a lot of people. Compared to the player base at large, a handful of people on Reddit (yes, a handful. I didn’t see higher than twelve upvotes) wanting a tech tree isn’t exactly the great yearning you make it out to be. Besides, the lack of a clear tech tree makes the game more fluid as you don’t know exactly what you have to do to get a tech you want. I like the variation it brings to the game, and think being able to see it would make Stellaris a lot more generic.

You have to take into consideration that this forum (and others) deletes old threads. People got tired of asking
 

Vjeldan

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Even if this wasn't asked statistically more then when doomstacks will be gone, it still is a sensible request, is it not?

Back to topic: I think the reason there is no ingame tech tree is, that it's not much of a tree, but rather a big stack of random techcards, with a few that require other techs first. These requirements, as well as an overview of what techs could be achieved, would be nice to have access to ingame without external sources, since you actually need specific techs for certain ascension perks. So it would be reasonable wanting to know how to get these techs in the first place.
 

AlanC9

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Looks like the design intent is to frustrate beelining, so a tech tree would be counterproductive.
 

ArcticISAF

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There's this one you might find partially useful: https://bipedalshark.gitlab.io/stellaris-tech-tree/vanilla/
It's not updated at all for the new patch, but plenty of the core techs are still there, that appears to be valid (based on my first playthrough of this version). The boxs on the right side of each tech gives some info like effects, weighting.

Personally I just use my own guess and experience to go through the game, but I find the above link nice if you're looking for one or two techs in particular.
 

theweepingman

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It would be useful, but it's hardly necessary for me.

For the most part, I don't really care how to get a tech cards and so on. In rare case where I do, checking game files and running 'techweights [phy/soc/eng]' is good enough.
 

rubert

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Jorrhast

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We thrived without one in Sid Meir's Alpha Centauri so I reckon we be ok here in Stellaris
In SMAC you could see prerequisites and following techs of any tech. Maybe it wasn't visualized as a tree but at least you knew which research branches lead to required tech and could plan accordingly without resorting to using outside sources or memorizing the whole f**king tree :mad:
 

grommile

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Christ on a hotrodded Harley.

I - at least some of the time :) - make an effort to comprehend why people might disagree with something I agree with.

I cannot rightly imagine a coherent reason for anyone to disagree with the OP.
We thrived without one in Sid Meir's Alpha Centauri so I reckon we be ok here in Stellaris
u wot m8?

SMAC not only had a browsable in-game tech tree in the Datalinks, it also came with a paper copy of the tech tree!
 

WhapXI

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I cannot rightly imagine a coherent reason for anyone to disagree with the OP.

Because Stellaris doesn't actually need a visible tech tree. Because it doesn't really have one. There are like 20 individual mini-trees for weapons and ship components and building upgrades and things and unlocking them is extremely common sense. If you want to unlock Battleships, you need Cruisers and should have a Voidcraft scientist to increase your chances. Quite why you, and literally dozens of other people, want this spelling out is kind of baffling. Not to mention that a lot of rare techs don't actually have other techs as prerequestites. Just weights based on your circumstances or events.

If it's for things like Mega-Engineering or Gateway activation, it's not that hard to simply remember them. The best way to increase your chances is to have Megastructures in your borders, more or less. If you do want to know the exact weights, then you'll have to look them up on the wiki anyway. There's no chance that if for some reason the devs do allow you to view a tech tree that the research drawing weights will be visible at all.

Plus, I like the system as it is. There's a much better sense of mystery. You can't start the game and tell your scientists to beeline towards the endgame-godtier nonsense like you can in other games. When new or rare techs show up it can actually be a surprise. Getting rid of this would suck.
 

Asiak

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I mean, we been asking for it forever and you went and made this game 10 times more complicated. It would be nice not to have to rely on the wiki to get updated or rely on code readers to go thru game files just to see what triggers each tech card to pop.

We aren't.

Nor does the majority want it I would say. Tech tree is a slightly dated concept that isn't needed.

And to be honest isn't as applicable to a game like this as it is to Civilization.
 

Asiak

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I mean, we been asking for it forever and you went and made this game 10 times more complicated. It would be nice not to have to rely on the wiki to get updated or rely on code readers to go thru game files just to see what triggers each tech card to pop.

We aren't.

Nor does the majority want it I would say. Tech tree is a slightly dated concept that isn't needed.

And to be honest isn't as applicable to a game like this as it is to Civilization.
 

grommile

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If there are hard dependencies - which there are - then they should be browsable in-game.

External wikis and a text-based format for the game's data files do not remove this requirement.