But that's not what this thread is about. I'm looking to identify all true dead end techs.Zuikaku wrote:...Not saying they are dead...
[edit: of all the words to miss, I had to pick "not" ]
Moderators: Balthagor, Legend, Moderators
But that's not what this thread is about. I'm looking to identify all true dead end techs.Zuikaku wrote:...Not saying they are dead...
Speed bump prerequisite techs aren't exactly any better than dead end techs, given the expense of research in the game that just causes an inflation in costs with no mechanical benefits. The Commercial Refrigeration, Commercial Food Processing and Improved Military Logistics line of research is an excellent example of this problem, requiring a 425 million dollar investment with no effect just to be allowed to research the 120 million dollar Improved Military Logistics tech.Balthagor wrote:But that's what this thread is about. I'm looking to identify all true dead end techs.
Perhaps, but that's not what this thread is about. We don't currently have the development resources to rebalance > 800 technologies.hazard151 wrote:Speed bump prerequisite techs aren't exactly any better than dead end techs...Balthagor wrote:But that's not what this thread is about. I'm looking to identify all true dead end techs.
As per the OP, I need exact name and tech year. I'm not sure which techs you mean.hazard151 wrote:...Finally on techs that are actually dead ends, I've got two in SU 1936. First is the entire water technology line...
We're working on the "tech races" stuff. There is an option for the last tech to trigger victory. Effects don't get much bigger than that.hazard151 wrote:...and the second is the whole space research system...
I think they do...Kristijonas wrote:...If so, perhaps space techs could have improved approval ratings...
True, but these complaints are still something to take note of, so that they can be dealt with later, or avoided ahead of time in the development of a spiritual successor.Balthagor wrote:Perhaps, but that's not what this thread is about. We don't currently have the development resources to rebalance > 800 technologies.
Okay, just a grab bag for techs for Brazil in SR1936, not checking the military techs themselves because of unit dependencies for other nations and not all related to the water techs I meant. Note, there's a bunch of facility granting branch ends in the list; that's because the facility isn't listed in the effect, design or follow up tech lists, which leaves the impression there isn't any, as well as techs I consider speedbumps, which is techs with no effects of their own and gate one or two follow up techs that are branch ends with useful effects. Likewise, some techs that offer only maluses without anything useful in return for the investment:Balthagor wrote:As per the OP, I need exact name and tech year. I'm not sure which techs you mean.
Tech victory? Nice. Which tech is that exactly? Because the 1936 tech tree navigation is... rather terrible.Balthagor wrote:We're working on the "tech races" stuff. There is an option for the last tech to trigger victory. Effects don't get much bigger than that.
Unlocking another tech is an effect. I've been clear on what sort of techs I'm looking for. If you cannot respect my request, I will wait for a report that meets the criteria I've outlined. Please remove from your list techs that unlock other techs and resubmit it.hazard151 wrote:...Electromagnetic Lift Trains (2014), speedbump; no effect of its own but it gates 2 techs...
Yes, the user provided the titles, a few comments. Most of the comments are mine.Kristijonas wrote:Nice, are those your comments, Balthagor?...
Not at this time, that's a topic for another thread. For now my goal is to resolve the dead end techs.Kristijonas wrote:...Are there plans to add effects to some of the dead-end techs?...
And how do you intend to "resolve" them?Balthagor wrote:Not at this time, that's a topic for another thread. For now my goal is to resolve the dead end techs.Kristijonas wrote:...Are there plans to add effects to some of the dead-end techs?...
hazard don't see the unt couse he (maybe) don't play with USAhazard151 wrote: Steam Catapult Systems (1950), marked as a unit/facility prerequisite, but none provided