Vicky 3 unironically has one of the worst looking tech trees I have ever seen in a video game.
We're aware that the tech tree is a bit visually underwhelming right now, and we have set aside time to work on the visuals further before release. The explanation for why it looks the way it does at the moment might be a little contentious, but getting a peek at how the sausage is made is the whole point of dev diaries, so I assume it might at least be interesting even if you end up not agreeing with our reasoning.
When developing the tech tree, we did not start out the way many other games do, by creating a visually pleasing and symmetric empty layout and connections that meshed with the pacing we wanted the game to have, only to later plug in the content we thought might fit well there. Instead we started in the other end, by working out the kinds of techs we wanted to represent in the game and then create the logical connections between them, which then generates the layout and visual connections automatically.
This machine-computed layout is not going to be as pretty as a human could potentially make it, and we briefly considered moving to a model of static positioning to improve it. But we resisted and eventually discarded this idea in favor of making incremental improvements to the visuals of a machine-computed layout instead, for two very connected reasons:
1. We don't want layout and visuals to constrain game design or production - if we think it would improve the game to wedge another tech into Era 3 with a couple of additional prerequisites, we don't want that idea blocked because it'd be expensive to redraw the tree and the art team thinks it'd be hard to make it look as good. We want a development flow where a designer can decide a new tech is needed, spend a few minutes scripting that tech in, add a placeholder icon for it, and start playing their prototype immediately, with the new icon being the only additional requirement which can be added whenever the art department gets around to it.
2. We wanted to ensure the tech trees were as easily moddable as humanly possible, since tech has enormous potential for modding which is often hamstrung by UI constraints. This flexibility also helps us in expanding and maintaining the game long-term.
Visual appeal does take a backseat to those concerns (within reason, of course), but as mentioned we have every intention to continue improving the look and feel of the tech trees beyond what is in the game currently.