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Turanar

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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
 

Merry76

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I wondered why I was only getting the "Offworld Trade Company" in one of my games. It seems that for some reason if you have ANYTHING with exotic minerals in it, it gets unresearchable. Or if the "has market access" is flagged (I wonder if that is the galactic Market... in this case it would mean that once the galactic market opens, you wont get that tech, but if you have it before then, it works just fine).

I dont know, this sounds like a bug to me. Or is there a reason in the fluff that exotic crystals prevent me from getting even more trady-er with my space frogs? Not that it matters much, I am raking in the dough...
 

Turanar

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I wondered why I was only getting the "Offworld Trade Company" in one of my games. It seems that for some reason if you have ANYTHING with exotic minerals in it, it gets unresearchable.

The (x0.0) All must be false mean you can't get the tech IF you have NOT the Rare crystal tech Or Market access.

Basically if ALL are false, then you get the x0 multiplier (that mean you have no Rare crystal tech and No market access)
If any of these condition is true, you don't get the x0 multiplier.

It's a tier 1 tech, so there is no reason you can't get it early if you have the Crystal tech.
And of course you must not be Gestalt Conciousness.

So I don't know why you can't get the tech - do you have the technology ?

Anyopne got list with Caravan tech and what bonus they give???

I removed all the Events tech from the tree, I will figure a way to bring them back into a new page / tab or something
 

Turanar

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Will this page be updated as patches are released (e.g. the official post-release Megacorp patch), or you be creating a new page for the next version/checksum?

Right now you can view all post 2.2 versions :
https://turanar.github.io/stellaris-tech-tree/

I haven't checked if beta 2.2.3 is still on checksum 1960.

I will try to update if there is any change in the tech tree
 
Last edited:

Merry76

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I must be just terribly unlucky then. I am well into my 10k Research Costs with my trade empire (350+ trade even without the tech) and it didnt turn up once. I held off the crystals tech with my fanatic purifiers to get the tech, but there I did not get it because fanatic purifiers do not get the galactic market.
 

Turanar

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I must be just terribly unlucky then. I am well into my 10k Research Costs with my trade empire (350+ trade even without the tech) and it didnt turn up once. I held off the crystals tech with my fanatic purifiers to get the tech, but there I did not get it because fanatic purifiers do not get the galactic market.

That's it ! you NEED to reseach one of the crystal tech - holding off this tech enable the x0 factor ( = equal zero chance to get the tech).
Basically in 2.2.2 they did this change (from the changelog)

* Technologies for lvl 2 buildings no longer appear before you have the resources to build them

Maybe I should change "All must be false" to "One must be true" - it's easier to understand.
I used the way the game display those condition, but sometime it's confusing.

Because you have no crystal tech and no market access - you get the zero multiplier - meaning no chance to get the tech.
 

Gilbert95

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I just looked at the wiki and did not see an answer to this. How do the various non-zero weight modifiers combine?
Also, some weight modifiers are based on years into the game. Do these scale in any way based on game setup sliders? Like tech cost or end game crisis year.