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The game would definitely benefit from a better visual way of displaying research paths. However, WZ's research tree isn't quite as straightforward as some other games. Here's one example of attempting to display it: https://betaguide.wz2100.net/research.html?tree=1 (Just replicating that approach probably wouldn't be the easiest to use in-game.) |
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I also support integrating a tech tree into the game. But I'm categorically against auto-research. |
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Introduce a fullscreen Interactive Tech Tree Window (accessible via a new hotkey or UI button next to the Research panel).
Instead of queuing individual items in the sidebar, players can select a high-tier end-goal technology.
The game will then automatically calculate and queue all necessary prerequisite research items.
[ Research Facility 1 ] -> Queued: Flamer -> Heavy Flamer -> Inferno -> Plasmite
🛠️ Key UI/UX Elements
Visual Graph Interface: A scrollable, zoomable nodal map of the entire tech tree, color-coded by branch (Ballistics, Rockets, Armor, Production).
"Target Tech" Selection: Right-clicking or double-clicking any advanced node sets it as the active target.
Smart Dependency Pathing: The game highlights the shortest path of prerequisites in green and pushes them into the active research facility queue.
Auto-Resume Toggle: A checkbox for "Auto-Queue Next Prerequisite." If a research facility finishes a project, it instantly starts the next required node in the path without human intervention.
🔄 Conflict Resolution Rules
Locked Nodes: Hidden campaign/artifact technologies appear grayed out with a tool-tip: "Requires Artifact Recovery."
Multi-Facility Distribution: If a player owns multiple Research Facilities, the branch queue automatically splits independent prerequisites across facilities to maximize research speed.
Resource Shortages: If Power runs low, the queue pauses on the current node and flashes yellow, resuming automatically when Power recovers.
🚀 Gameplay Benefits
Reduced Micro-management: Players can focus on battlefield tactics instead of babysitting the research menu every 30 seconds.
Strategic Planning: Modernizes the 1999 UI to match contemporary RTS standards (like Factorio or Civilization).New Player Friendly: Visualizes complex upgrade paths, making it easier to learn how to rush specific builds (e.g., VTOLs or Heavy Cannons).
Example tech tree from captain_of_industry

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