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I think this is the right take in the short term, but at some point the tech tree badly needs an overhaul. As of now it's pretty unforgiving to new players, with lots of non-obvious prerequisites, etc. And the pacing itself seems really off, with the early part of the tech tree going by really slowly and then the later techs going very quickly.

So not in 4.0, hopefully, but I also hope it's on the list for 4.1 or 4.2.
To elaborate, my stance is that trying to redo the plumbing in a house actively on fire is a terrible idea. It's an issue in need of correction, but one that will keep until the worse problems are dealt with.

The current tech system is clunky and unintuitive. it's one of the only systems from 1.0 that have barely changed, and it shows in a lot of ways. However, it works and should be left alone until the fires are out.
 
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Reactions:
Some ideas for repeatables:

Physics
-5% infrastructure energy upkeep (5x cap)
+20% research station output
+5% dark matter production
+5% leader xp gain
+2% evasion (5x cap)
+2% tracking (5x cap)
+2% shield hardening
-5% robot pop upkeep (5x cap)
+1 scientist cap (5x cap)

Engineering
+5% station output
+5% living metal production
+5% nanites production
+2% armor hardening
+1 commander cap (5x cap)
-5% mechanical pop assembly cost (5x cap)

Society
+5% trade output from jobs
+5% zro production
+5% diplo weight
-5% bio pop upkeep (5x cap)
+5% job efficiency (5x cap)
+1 official cap (5x cap)
-5% bio pop assembly cost (5x cap)
 
  • 2Like
Reactions:
Some ideas for repeatables:

Physics
-5% infrastructure energy upkeep (5x cap)
+20% research station output
+5% dark matter production
+5% leader xp gain
+2% evasion (5x cap)
+2% tracking (5x cap)
+2% shield hardening
-5% robot pop upkeep (5x cap)
+1 scientist cap (5x cap)

Engineering
+5% station output
+5% living metal production
+5% nanites production
+2% armor hardening
+1 commander cap (5x cap)
-5% mechanical pop assembly cost (5x cap)

Society
+5% trade output from jobs
+5% zro production
+5% diplo weight
-5% bio pop upkeep (5x cap)
+5% job efficiency (5x cap)
+1 official cap (5x cap)
-5% bio pop assembly cost (5x cap)
I like these, though maybe the ones with the caps should be rare techs, so they take a while to max out.