We are unlocking deep mechanics too quickly and it is letting us skip some of the gameplay phases. The perfect example of this is my recent colony. I have built the Mohole. Which is effectively the game's "I WIN" button. I haven't even looked at researching deep metals. Wasn't worth it because shortly after getting deep scanning I got enough anomalies to unlock most of the techs, including Mohole. I don't have any Hawking Institutes made. I have 3 small domes and 1 medium dome. Haven't even researched megadome tho the tech is visible.
I am looking at my techs and I have skipped over a ton of them and gone straight to the end.
I think the problem is the key/unlock anomalies. They give us too much. There needs to be a limit to how far they can push us down the tree. Like say 3 or 4 un-researched techs per line, maximum. That way we can leave a couple undesirable techs on the backburner for a while but still be able to advance.
Just make them give a beaker anomaly of research once we are at the cap. Or to make it more fun, a small chance to give a breakthrough. Say 10%, 15% for PDX sponsor.
I am looking at my techs and I have skipped over a ton of them and gone straight to the end.
I think the problem is the key/unlock anomalies. They give us too much. There needs to be a limit to how far they can push us down the tree. Like say 3 or 4 un-researched techs per line, maximum. That way we can leave a couple undesirable techs on the backburner for a while but still be able to advance.
Just make them give a beaker anomaly of research once we are at the cap. Or to make it more fun, a small chance to give a breakthrough. Say 10%, 15% for PDX sponsor.