Ah, I see. I'll note that what I'm talking about here is *significantly* different to those proposals back in the day. Acquitaine ruled against random tech tree variation, and I am inclined to agree. Besides, the two proposals actually have different effects on gameplay (random holes -> less repeatability, mutual exclusion->empire interaction).Sandlapper wrote:Yeah, Aq decided it here(same thread):
* There will be no 'random' element to the tech tree that blocks certain tech; however, specific modules may allow or disallow certain specific techs to certain races. Similarly, it will not be possible to research applications without fulfilling the pre-requisites, although of course alternate means of getting technology (such as spies, events, or diplomacy) do not require you to have pre-requisites.
I was more thinking along the lines of enforcing different research paths for different empires by making some choices mutually exclusive (NOT random - still the player's choice), rather than relying on the game's inherent queueing mechanisms to encourage empires to diversify. In theory, this would improve the game by encouraging empires to trade for, steal, or obtain via conquest/raiding what they chose not to research themselves. For instance: all Theories can be researched, but some Applications might be mutually exclusive (just pick one!).
This idea does appear to be different to those raised in the review. However, I am also aware that this is a settled matter and I don't expect any previous decisions to be overturned.
EDIT: deleted previous thoughts on work required to implement mutual exclusion; research has shown it to be incorrect.
Mutual exclusion would require an additional Condition for tech Effects: UnderResearch(techname), which is true if that tech is currently in your research queue and false otherwise. If two technologies were mutually exclusive, each would have the prerequisite of NOT(UnderResearch(othertech)). This is because mutual exclusion would not be intended to prevent an empire from obtaining both techs - in fact quite the opposite - but simply to prevent both of them from being obtained via research. It would also require the research UI to regenerate the list of valid projects each time a project is placed in the queue, rather than when the UI is loaded.
<shrug> So that's how it could be done. It's not supported by the current version of the game design, and I suppose it'll stay that way unless a modder wants to implement it.