1.55 (5/23) - Tech Tree Review

Here are my general notes on the current tech tree. This is for the 5/23 1.55 version.

General

Its really frustrating to hover over a tech and not be able to actually highlight what the things inside the tech do. I want to be able to hover over the "starbase factory" and see what it gives me.

Engineering

Starbase Line

  • Starbase Defense System feels a little stacked. You could probably take one of those modules (maybe fortification module) and move that Starbase Com Stack.

Asteroid Mining Line

  • Resource Extraction Doctrine I think can be removed, and its elements moved to Xeno Resource mining. This tree is pretty questionable as to its benefits, this helps tighten it up a bit.

Artificial Gravity Line

  • Orbital Manufacturing still does nothing, it should be removed or given something.
  • In general this seems a pretty solid line, overall I like it.

Subspace Scanning Line

  • Subspace Scanning: why is the promethium drive here? Seems odd its not in the Artificial Gravity line.
  • Subspace Streaming: Slipstream Accelerator is noted here twice
  • Anomaly Detection: The "Thulium" sensor array....doesn't seem to require thulium.
  • Overall this line feels a little scattered, its a mishmash of some abilities in there, especially since most of the "sensor" abilities are in the Starbase Line.

Colonization

Planetology -> Space Elevators Line

Planetology -> Xeno Biology Line

  • Environmental Engineering - I understand the flavor of putting the various "farms" here, but honestly these speciality farms are so niche I'm not to go get tech for them. I would rather these were all under the Xeno Resource mining type techs....let that line handle all of these specialty buildings.
  • Biomass Resequencers can likely be drop, either drop the food bonus entirely or give it to Adapted Crop Engineering. This line feels a bit too long.

Xeno Research Line

  • Weak AI and Orbital Research Labs are both pretty weak (especially when your talking about spending science to get science). These can be merged into one.
  • Artificial Brains and Post Sentience are also weak individually, and can be combined.
  • Technological Singularity: Its an awefully steep price tag in science to get a meer +10% more science.

Precursor Archeology Line

  • Xeno Computational Theory - Weak, can be removed.
  • Stong AI - Its in a weird place in the tree, this seems a natural progression of the Xeno Research Line
  • Precursor Artifact Mastery....it gives Precursor Nanites which unless I'm missing something aren't all that special, not if this tech is really needed.
  • In general I like this line, relics are strong enough taht committing tech to them specifically is a worthwhile endeavor.

Warfare

Directed Energy Weapons Line

  • Photonic Alignment: Doesn't get the +1 Laser Attack like the equivalent kinetic/missile techs. Now that seems to be intentional as each line has gaps, but I would argue as this is the earliest its the biggest "weakness". By the time the other lines miss out of that +1 attack general that benefit matters a lot less.
  • Phasor Beams: The Phased Cannon is 100% worthless due to the Experimental Disruptor Bank under Disruptor Beams several techs back.

Railgun Line

Avenger Missile Line

  • Missile Warfare Mastery - Does nothing

Armor Defense Theory Line

  • Organic Armor - The "Kanvium Laminate" ship part has exactly the same name as the starbase module 1 tech back.

Energy Deflection Theory Line

  • Shield Regeneration - The name implies that my shields will start regenerating in combat, needs a new name.
  • Shield Augmentation - The force field projection starbase module adds 10 shields....that's 10 HP for 3 elerium and a module, far too weak.

Space Doctrine Line

  • Space Doctrine actually is pretty stacked up, you can likely the +1 max policies back 1 tech.
  • Battle Cruiser Doctrine - Everytime I read this I think Battleship. Just make it cruiser doctrine.
  • Flexible Bulkheads and Extreme Miniturization is a very large jump in components, seems odd to have these back to back.
  • Orbital Repair: comes a bit late in the game, as hp repair is pretty weak compared to shields or other ways to mitigate damage.
  • General: I've always questioned if each ship class should just lumped into own line like this, rather than spread over other prereqs.

Governance

Leadership Recruiting Line

  • General: First impressions, this is a very stacked line when you combine the minister AND all the policy slots. I'll play this out, but my gut says this is a bit much.

Xeno Entertainment

  • Definitely the biggest "hodge podge" of abilities imo, feels a bit scattered.

Diplomacy Line

  • Diplomacy: You can likely steal the +1 max policy from leadership recruiting and put it here, I think this line needs encouragement to go down, whereas the leadership line has plenty of juice.
  • Trade Pacts: Fairly weak tech with only a policy that isn't that great.
  • Alliance and Eminence can be merged. Hell you can properly merge this AND trade pacts.

 

7,272 views 1 replies
Reply #1 Top


Here are my general notes on the current tech tree. This is for the 5/23 1.55 version.

General

Its really frustrating to hover over a tech and not be able to actually highlight what the things inside the tech do. I want to be able to hover over the "starbase factory" and see what it gives me.



Engineering

Starbase Line

 

    • Starbase Defense System feels a little stacked. You could probably take one of those modules (maybe fortification module) and move that Starbase Com Stack.

 


Asteroid Mining Line

 

    • Resource Extraction Doctrine I think can be removed, and its elements moved to Xeno Resource mining. This tree is pretty questionable as to its benefits, this helps tighten it up a bit.

 


Artificial Gravity Line

 

    • Orbital Manufacturing still does nothing, it should be removed or given something.

 

    • In general this seems a pretty solid line, overall I like it.

 


Subspace Scanning Line

 

    • Subspace Scanning: why is the promethium drive here? Seems odd its not in the Artificial Gravity line.

 

    • Subspace Streaming: Slipstream Accelerator is noted here twice

 

    • Anomaly Detection: The "Thulium" sensor array....doesn't seem to require thulium.

 

    • Overall this line feels a little scattered, its a mishmash of some abilities in there, especially since most of the "sensor" abilities are in the Starbase Line.

 


Colonization

Planetology -> Space Elevators Line

Planetology -> Xeno Biology Line

 

    • Environmental Engineering - I understand the flavor of putting the various "farms" here, but honestly these speciality farms are so niche I'm not to go get tech for them. I would rather these were all under the Xeno Resource mining type techs....let that line handle all of these specialty buildings.

 

    • Biomass Resequencers can likely be drop, either drop the food bonus entirely or give it to Adapted Crop Engineering. This line feels a bit too long.

 


Xeno Research Line

 

    • Weak AI and Orbital Research Labs are both pretty weak (especially when your talking about spending science to get science). These can be merged into one.

 

    • Artificial Brains and Post Sentience are also weak individually, and can be combined.

 

    • Technological Singularity: Its an awefully steep price tag in science to get a meer +10% more science.

 


Precursor Archeology Line

 

    • Xeno Computational Theory - Weak, can be removed.

 

    • Stong AI - Its in a weird place in the tree, this seems a natural progression of the Xeno Research Line

 

    • Precursor Artifact Mastery....it gives Precursor Nanites which unless I'm missing something aren't all that special, not if this tech is really needed.

 

    • In general I like this line, relics are strong enough taht committing tech to them specifically is a worthwhile endeavor.

 


Warfare

Directed Energy Weapons Line

 

    • Photonic Alignment: Doesn't get the +1 Laser Attack like the equivalent kinetic/missile techs. Now that seems to be intentional as each line has gaps, but I would argue as this is the earliest its the biggest "weakness". By the time the other lines miss out of that +1 attack general that benefit matters a lot less.

 

    • Phasor Beams: The Phased Cannon is 100% worthless due to the Experimental Disruptor Bank under Disruptor Beams several techs back.

 


Railgun Line

Avenger Missile Line

 

    • Missile Warfare Mastery - Does nothing

 


Armor Defense Theory Line

 

    • Organic Armor - The "Kanvium Laminate" ship part has exactly the same name as the starbase module 1 tech back.

 


Energy Deflection Theory Line

 

    • Shield Regeneration - The name implies that my shields will start regenerating in combat, needs a new name.

 

    • Shield Augmentation - The force field projection starbase module adds 10 shields....that's 10 HP for 3 elerium and a module, far too weak.

 


Space Doctrine Line

 

    • Space Doctrine actually is pretty stacked up, you can likely the +1 max policies back 1 tech.

 

    • Battle Cruiser Doctrine - Everytime I read this I think Battleship. Just make it cruiser doctrine.

 

    • Flexible Bulkheads and Extreme Miniturization is a very large jump in components, seems odd to have these back to back.

 

    • Orbital Repair: comes a bit late in the game, as hp repair is pretty weak compared to shields or other ways to mitigate damage.

 

    • General: I've always questioned if each ship class should just lumped into own line like this, rather than spread over other prereqs.

 


Governance

Leadership Recruiting Line

 

    • General: First impressions, this is a very stacked line when you combine the minister AND all the policy slots. I'll play this out, but my gut says this is a bit much.

 


Xeno Entertainment

 

    • Definitely the biggest "hodge podge" of abilities imo, feels a bit scattered.

 


Diplomacy Line

 

    • Diplomacy: You can likely steal the +1 max policy from leadership recruiting and put it here, I think this line needs encouragement to go down, whereas the leadership line has plenty of juice.

 

    • Trade Pacts: Fairly weak tech with only a policy that isn't that great.

 

    • Alliance and Eminence can be merged. Hell you can properly merge this AND trade pacts.

 


 

 

A lot of this makes sense.  In particular the comments about alliance and eminence tech.  I would add the espionage tech to this list, firstly it needs to be renamed its misleading as there is no espionage system in the game and perhaps its unlocked buildings could be bundled in with some other tech?