Tech tree with prerequisites based on dependencies and grouping buildings

39 votes

Right now, buildings are unlocked individually, with no regard to what is needed for their construction or where they are in production chains. Buildings needed for the same production step are separate unlocks despite doing nothing by themselves (such as scavenger flag).
Farm comes with all crops unlocked, despite wheat requiring both gristmill and bakery to turn into food, which are also both separate unlocks from each other.

Considering the early access status of the game this is possibly a conscious temporary implementation; however, in case, I would like to suggest adding a tech tree when development allows.

Here's what a possible folktail tech tree would look like as an example, while not including science costs and every building it gives a general idea of buildings being locked behind each other such as buildings which need gears needing gear workshop, or later crops together with their production buildings. Unlocking could still be done via toolbar, or the tech tree.

Under consideration Gameplay Suggestion Suggested by: Shouko Upvoted: 29 Mar Comments: 15

Comments: 15