So here is the new tech tree for 2.2 :
https://turanar.github.io/stellaris-tech-tree/vanilla/
Before the update i was working on updating bipedalshark tech tree for 2.1
https://bipedalshark.gitlab.io/stellaris-tech-tree/vanilla/
Then 2.2 hit, and I just used the code I was working on with 2.2 files, and it did work pretty well.
Some localisation are missing :
ie. tileblocker became deposit
or MOD_COUNTRY_PLANET_TECHNICIAN_ENERGY_PRODUCES_MULT: +10%
But you can more or less use this chart to optimize your tech research.
And there are some interesing techs :
For ex :
I did notice that "Anti-Gravity Engineering" required for Ecumenopolis has zero chance to be researched by Agrarian Idyll empire (×0) Has Agrarian Idyll Civic
But instead get a new tier 3 tech named "Agrarian Utopias"
Only available to them +1 Housing by farming district (i guess on top of the +1 housing by non-city district)
I will try to improve the tree over the week end.
For example deposit blockers and Planetary Decision are not displayed in the Research Effet
https://turanar.github.io/stellaris-tech-tree/vanilla/
Before the update i was working on updating bipedalshark tech tree for 2.1
https://bipedalshark.gitlab.io/stellaris-tech-tree/vanilla/
Then 2.2 hit, and I just used the code I was working on with 2.2 files, and it did work pretty well.
Some localisation are missing :
ie. tileblocker became deposit
or MOD_COUNTRY_PLANET_TECHNICIAN_ENERGY_PRODUCES_MULT: +10%
But you can more or less use this chart to optimize your tech research.
And there are some interesing techs :
For ex :
I did notice that "Anti-Gravity Engineering" required for Ecumenopolis has zero chance to be researched by Agrarian Idyll empire (×0) Has Agrarian Idyll Civic
But instead get a new tier 3 tech named "Agrarian Utopias"
Only available to them +1 Housing by farming district (i guess on top of the +1 housing by non-city district)
I will try to improve the tree over the week end.
For example deposit blockers and Planetary Decision are not displayed in the Research Effet