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Klausewitz

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Jul 16, 2009
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There examples of redundant prerequisites in the techtrees. I would like to collect them here.

Redundant:
Armor/Artillery
128 mm armor has the previous model and Mass Production as a prerequisite.
Mass Production is redundant since you need 88/280mm cannon as a prerequisite for the 88mm model. The cannons also have Mass Production as a prerequisite. So Mass Production is redundant.
Same goes for the 105 mm that requires Advanced Parts. You cannot have Mass Production if you do not have Advanced Parts and since the 88 mm all ready requires Mass Production...

Naval Doctrine:
Fleet defense has, among others, Basic Radar and Power Projection as prerequsite. Power Projection has Improved CV as a prerequisite which has as one preq Average Radar... which has Basic Radar as a preq... which makes Basic Radar redundant as preq for Fleet Defense.
 
Same goes for the Light Artillery tree and all others that require Mass Production after 88/380 mm cannon.
 
Nice catches...I did notice alot of things rely on certain techs...this forcing you to shoot to them ASAP. Like Special Materials really limit you early in the game. Once you get there you can slow down on industrial techs...since this opens you to alot of different techs and you dont need as many techs from there on to the next release of alot of techs. For major powers who have alot of tech slots, it is almost imparitive to put all your tech there until you reach this goal. One, most of these techs improve your ability to increase your production including research ability, resource production and even TC. Two, doctrines don't cost you anything to implement in time or materials to make your units better at doing their job as does the production and tech level of your units. Three, if your holding back your upgrading to get the bonus for upgrading units that are seveal levels below what is researched, you will need the industrial and unit level techs done ASAP so you have time to upgrade your units.
 
Nice catches...I did notice alot of things rely on certain techs...this forcing you to shoot to them ASAP. Like Special Materials really limit you early in the game. Once you get there you can slow down on industrial techs...since this opens you to alot of different techs and you dont need as many techs from there on to the next release of alot of techs. For major powers who have alot of tech slots, it is almost imparitive to put all your tech there until you reach this goal. One, most of these techs improve your ability to increase your production including research ability, resource production and even TC. Two, doctrines don't cost you anything to implement in time or materials to make your units better at doing their job as does the production and tech level of your units. Three, if your holding back your upgrading to get the bonus for upgrading units that are seveal levels below what is researched, you will need the industrial and unit level techs done ASAP so you have time to upgrade your units.
Your post has what to do with redundant preqs?
 
It had to do with preqs in general. When you mention preqs, my mind was on my game and I spilled my guts about that I thought there needs to be a bit more split between preqs because it forces you down certain defined research paths if you plan to go above certain techs as quickly as possible. Sorry, was not trying to hijack your post. Just commenting on my feelings about the tech system.