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I have made a tech tree up to level 6 with your restrictions. Some techs had to be shifted by one level. I also spread out weapons and armor a bit more on purpose.
My tree also ended up being 7 per level (up to level 11) and n-1 / n-2 prereqs. It has to narrow a bit at the end with more n-1 prereqs and less techs at level 12 and onwardDid a similar thing too so that I wouldn't hit the same branch for the second prereq. A lot of additional work in matching up the techs logically to all the benefits. I think it's in a pretty good place although the order might only make sense to me lol. It's going to feel like playing a new game I think. It was very hard to place some technologies especially closer to the end. I used the lore and tech shorts to some extent as well.My categories ended up being:Explore: anything PSI, pop growth, pop controlBuild: terraforming, energy, mineralsDiscover: armor, defensive abilities, labs/researchConquer: weapons, offensive abilities, chassis
Unfortunately no, I did all the planning in Excel. There is the in-game graph you can click through but it doesn't really give a 'big picture'. I changed what many techs grant also, not just the ordering.I wish there was a way to programatically graph the tree. Drawing it out would be a lot of manual effort. Best bet to view it probably is in-game, just have to back your alphax.txt up first