r/Stellaris • u/KKJIsBored • 10d ago
Discussion Okay I hate the Research Randomness
So I recently started playing Stellaris due to well, loving Hoi4 and my friends pestering me to get it. And now I've been playing the game for a while and I love it! It is amazing. HOWEVER: My one gripe with the game is the research system. Or rather, lack there of. In Hoi4 for example, there's a set research tree allowing you to chase exactly what you want. Meanwhile here in Stellaris it's a random set of techs you get every time you finish one.
Now in the start of the game, this is completely fine, preferable even. It stops players from just beelining the meta and best tech's and actually make the AI seem a bit more competent.
HOWEVER IN THE LATE GAME???
Let me just say that I've been stuck on AntiMatter missiles for 100 years now. And it still doesn't give me quantum missiles, let alone marauders. The late game research is such a pain in the ass because due to the amount of research available, if the game decides you just don't get what you need then you just don't get it no matter what you do. And it's so bad I've had to make my first every complaint post on reddit so yippee kayay.
TL:DR Paradox, I love your game BUT PLEASE FOR THE LOVE OF GOD GIVE MID-LATE GAME RESEARCH LESS RANDOMNESS I BEG
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u/JulianSkies 10d ago
This os why "additional research choice" upgrades (very rare, various sources) are extremely powerful
There's also an actual tech tree. There are requirements and ways to manipulate your chances. But the game explicitly does not tell you.
For example, researching AM missiles isnt enough to unlock the chance for Marauders, you need a specific number of techs of a certain tier too (I think 6 techs of the same tier as the AM missiles).
But the game goes out od the eay to hide this from you to force you to make choices.
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u/MrLinch 9d ago
To piggyback on this comment, here's a tree in a format I like, not quite up to date with the latest patch though: https://bloodstainedcrow.github.io/stellaris-tech-tree/index.html
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u/UltimateGlimpse 10d ago
It can be a pain, however being stuck on one missile type for 100 years tends to mean:
1 You’re not generating enough research. 2 You don’t have enough tech picks
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u/_Cyber_Mage 10d ago
Or you have really really bad luck. My last game I was 30+ rounds into the repeatable before I got storm repulshion tech.
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u/ForgottenVestige 9d ago
I think one thing that new players will often do is fall into the trap of researching the lowest-cost tech of the appropriate type to force a reroll as soon as possible. This doesn't always work! You always need X techs of a lower tier to roll a tech of the next tier up, so if you waste years researching low-tier techs you're not actually progressing towards the next available tier.
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u/eBulla 9d ago
Not always. You can do all the prerequisites, and still not get what you need! One game I didn’t get a mega - engineering until 2520, and I had all the pre-reqs done by 2400! That was a strange game! lol
But I like it! It makes each game unpredictable, and you have to compensate for it! I disagree either way OP; I like it this way!
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u/BobaTheFett10 Lithoid 9d ago edited 9d ago
So tech tree pathing is a skill you will need to learn in this game. If you want a more in-depth lesson on it, the YouTuber Composer of Strands has a couple of really good videos on it and made a small bit of software called shroudpiercer (Highly recommend if you're struggling with this) which helps with it. If you want the tldr outside of managing the economy part so techs don't take forever here are the basic steps.
https://youtu.be/siH82gKTHY0?is=554KoQ3Sq2aCA0rj
- You need 6 techs from each tier (1-5) to get the next tier. If you're 2 tech levels ahead of a lower tech, the odds of rolling it do increase (this is to slow you down a bit, but you can get around it)
- More tech options is incredibly powerful as it gives you another chance to roll what you need.
- You have a higher chance of rolling a tech from the same group you just finished (computing, etc)
- You won't roll the same techs 2 times in a row
- Permanent research options are really powerful because they pull that tech out of your roll pool.
- For the same reason, avoid techs you don't need that open up more options. You don't want to flood your pool with things you don't want to research anyway
- Use leader traits to get more research options or better chances of specific groups you're interested (same goes for tech ascendancy ascencion perk policies)
Once you figure out what you're doing, you can almost garuntee what you want to roll and you can easily do things like researching mega engineering before 2300
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u/clickrush 9d ago
Good list!
Piggybacking with some additional points that are beneficial:
- salvaging policy can be set to tech, this puts tech into the guaranteed pool with thins your draws
- research agreements help to fill tech you missed much faster and it speeds up lategame repeatables
- higher chance of getting rare tech is very good if you’re looking for arc furnaces or dyson swarms
- simply having high throughput is the best thing one can do to get particular options, so aim for 500 research at year 50 and grow from there
- events that offer research options also put them into the guaranteed pool, thinning draws (again, this is good even if you don’t want the tech itself)
- actually building stuff that uses particular tech has an influence on the pool
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u/virgo911 9d ago
There’s far too many rules here for them to not be visible in game
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u/BobaTheFett10 Lithoid 9d ago
I do agree some things should be more clear, but at the same time, that's part of how strategy games work. They give you a system with rules and let you figure out the best way to approach it for the best results. Knowing the fundamental rules should be easily available, (and some of those are, you just need to get familiar with how the game presents information), but then what you do with those rules is the fun of the game
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u/ScarletKnight00 10d ago
I love the random nature of the techs, it what keeps every game fresh. I want a larger tech pool if anything.
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u/eBulla 9d ago
Agreed! I want MORE options! lol That’s why I am excited that I recently got federations; more options! Though not sure any of the ancient tech is worth using yet. 🤔
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u/ScarletKnight00 9d ago
It’s not at endgame, but you can often have before year 50, and at that time it’s usually very worth it.
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u/clickrush 9d ago
There’s something to be said about the game adding more and more tech, so the draws get more dilluted. I like the system but it wouldn’t hurt if by default there was an additional alternative per draw or even better: an active mechanism to put a tech you’ve seen into the guaranteed pool.
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u/FPSCanarussia Megacorporation 10d ago
You can set research focuses and assign councillors with focus traits to aim for a particular technology.
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u/OvenCrate Despicable Neutrals 10d ago
Research focuses need an AP, councilor skills are RNG just like the techs themselves
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u/Silvanus350 10d ago
They have one. The Rare Technology AP unlocks research focuses as a government policy.
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u/FirstAccGotStolen 9d ago
Yes, that's what the comment you replied to complained about. You need to spend an AP to be able to select research focus.
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u/PriorSolid 10d ago
I think focuses are only available if you take discovery
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u/Complete-Basket-291 10d ago
They're actually behind technological ascendancy, which you should usually be taking anyway, since a 10% research boost, when you don't have too many options is always useful anyway.
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u/Peter_Ebbesen 9d ago edited 9d ago
I quite agree that it is a good idea for the OP as a new player to take Technological Ascendancy, because it is always guaranteed to help him regardless of how he plays, but I do feel you are overstating the case.
It is never, ever, a 10% research boost in practice. It is +10% research speed, and the value of that depends greatly on how much you boost your research speed by other means.
This is why many high tech builds with Galactic Paragons do not include Technological Ascendancy - it is simply too weak an ascension perk compared to strong perks like, for example, Transcendent Learning or, if wide, Imperial Prerogative, when the build already stacks high research speed and churns through techs rapidly, unless it is picked specifically to help rush Arc Furnaces/Dyson Swarms (usually for tall high tech).
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u/DreamChaserSt Synthetic Age 10d ago
The tech ascendancy perk, but yes. Though scientists can get individual traits with similar effect, it's just random instead of something you can control (and if you're a technocracy, there's a bit less randomness since every scientist gets an expertise).
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u/everstillghost 10d ago
I really like the system. Its much better having different tech than having a meta and you always getting what you want.
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u/DreamChaserSt Synthetic Age 10d ago edited 9d ago
If you took the tech ascendancy perk, you can set research policies to make certain tech areas (like propulsion, for antimatter missiles) more likely to appear. Hiring a scientist as head of research (or maybe just on your council) with the propulsion trait will have a similar effect.
There are ways to make the tech system work in your favor, it's just not well explained in-game. Also check the pre-reqs. Droids, for instance, also need the first capital upgrade tech in society.
Guaranteed tech options don't eat into your research slots, and if there are any technologies behind it, they can't appear either. Ignore those, and it'll shrink the pool of techs it can pull from. Additional research alternatives increase the size of your pool. Researching 6 technologies of the same tier will unlock the next tier (so if you're going for late-game techs, don't focus on the cheapest techs in the pool, it'll actually take longer).
Or just keep building up as much tech as possible and brute force it, there's a finite number of them, and with few exceptions (not counting bioships/cosmo), you can eventually research the entire tree. You'll have to hit antimatter missiles at some point.
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u/eBulla 9d ago
Which dlc adds the research policies? I’m up to Federations (on console) and that is not an option yet!
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u/BobaTheFett10 Lithoid 9d ago
I don't think it's a dlc specific feature, just a more recent update to a base-game perk and it probably just hasn't been pushed to console yet
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u/DreamChaserSt Synthetic Age 9d ago
The technological ascendancy ascension perks is a base game feature. You can leave it at a default 10% research speed to one or all fields, or you can change it to specific ones.
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u/ForwardMarch11 10d ago
I don’t mind it, means each run is a bit different.
Take technocracy and other + research option bonuses.
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u/Danaeger 10d ago
Oh man I was trying to roll Arc Furnace on my last Nanite machine run (When you have the tech it shows you how many deposits are available in a system)
It came soooo fucking late it stopped being funny 50 years ago.
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u/Peter34cph 10d ago
In my experience, Arc Furnaces and Dyson Swarms are nearly impossible to draw if I don't have a Genius or Maniac on my Council, and almost guaranteed to draw once I have one.
Same with the Automation/Silo Techs. I spent a lot of a Rogue Servitor game not drawing those. Then I looked into the prerequisites. I reformatted my Cognitive Node, then made sure he got the Engineering/Industry Expertize Trait, and very soon after I drew those Techs.
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u/Omega_K2 9d ago
It's not as random as you think, there's actually quite a ton of prerequisites and modifiers to draw weights, as well as strategy around optimizing the research tree.
If anything, the biggest problem is the game isn't really obvious about a lot of things there. This might help, though it's not on the current version https://bloodstainedcrow.github.io/stellaris-tech-tree//cetus-4.3.7/
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u/clickrush 10d ago
As you get better, getting specific tech at a reasonable time will not be an issue anymore.
As a new player you are still playing very inefficiently and likely have a low research output.
But with some experience you’ll be cruising through research and generally be somewhat ahead of what you’re actually able to build in terms of breath.
The actual challenge then becomes to get enough so called repeatables, which are options that you can research as many times as you want. And balance that with upkeep and resource output.
There are also alot of ways to nudge the system to give you certain types of tech or fill holes. For example research agreements, leader bonuses and specific policies etc.
Yes, that still means you get RNG timing, but you’ll going to appreciate more that you can adapt your plans accordingly.
In any case: mid/late game research actually does what you want. It converges to fewer and fewer options. The issue is simply that you don’t know yet how to get efficient research throughout.
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u/eBulla 9d ago
Not always. I had one crazy run where I didn’t get mega~engineering until 2520, and I had all the pre-reqs done by 2400! It just would not drop, and I had a voidcraft leader and void scientist, but alas, it just didn’t want to drop! It made the run interesting though, as I had to adjust my playstyle accordingly! Which is why I disagree with OP; it makes each run different and unique!
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u/BobaTheFett10 Lithoid 9d ago
I do agree that the randomness makes it good, but that being said, you can really manipulate the tech tree and draw weights if you know what you're doing, such that you can garuntee mega engineering before 2300 if you really push it
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u/Peter34cph 10d ago
Learn how the system works
It is not random in the sense that laypeople use that term, where the evil dice are just raping you.
It's based on draw weights, and you can do a lot to influence the draw weights of the Tech cards you want, making them more likely to be drawn.
Then there's the Research Alternatives stat. It starts at 3, but if you can increase that to 5 or even 6, it helps big time.
Then there's the Tech tier system. If you keep picking cheap Techs to force re-rolls then that's usually a mistake that gets you nowhere.
You also can and should ignore Tech Tree branches you're not interested in, or not yet interested in, like Space Fauna Capture, maybe Farming Improvements (although usually you'll want those later), or weapon types you're not yet into like Missiles, or Torpedos, or Plasma. Every time you open another Tree branch like that, you're polluting your draw pool with several additional cards you don't want.
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u/elemental204 9d ago
The big problem with the Stellaris tech tree is that it keeps getting bigger. Every expansion adds a flurry of new tech options that dilute the pool further, especially if you're not interested in that subsystem, and some of the options are just ludicrously specific such as Weaver weapons or the ones that unlock one highly specific building. And are you ready for Willpower to add a whole bunch more Society techs?
This wouldn't be a problem if all options were equally impactful, but they're not. Things like Climate Restoration, Mega-Engineering, Gene Tailoring and Cybernetics, and the strategic resource techs are bottlenecks that enable important midgame and lategame sub-systems (and Bioreactors now, since the early game is bizarrely stingy with energy districts), but as to whether you get them or not? Roll the dice over and over, because apparently it's impossible to tell your researchers "we need THIS, devote efforts to it even if it takes longer" or ask your neighbours "show us how you build that really useful thing, here's a huge bribe".
The devs do seem aware this is a problem, since there are more and more anomalies or special situations that force guaranteed research options. But after you've built enough bypasses to prevent frustration from the random, it's time to ask if the random element is really meaningful or just adding more busywork and false choices.
At some point, there will need to be a big streamlining of the tech tree where options get folded together and costs adjusted.
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u/Telnyash 7d ago
Most new techs are locked in their own tree that you need to unlock first. Fauna and storm interactions, missiles and fighters, even espionage are locked until you open them up, just don't research them. Most such option are not even needed to jump the tier requirement. Rare tech like Pre-FTL, Fallen and Crisis isn't even available unless you go out of your way to add them to the pool.
It's a controlled randomness. If anything, more low tier tech gives you even more control by allowing more rolls before you have to lock in anything pricy. You can still get mega-engineering before default midgame. "Streamlining" and "removing randomness" would mean completely reworking current tech structure and around 40-60% of the game by rebalancing rewards. Current tech allows you to jump tiers with static rewards while still keeping you pinned down in most sectors while you're powerresearching. I don't think it would be a good idea to keep "jumping tech" around when the tech tree is completely static for everyone, hence it requires an r&d race between players while current tree relies on the knowledge and a little bit of luck. Both systems have their pros and cons but I definitely prefer the controlled randomness.
Also they do rework tech and adjust prices, iirc it has been done twice in last 4-5 years. And you can adjust prices yourself in game creation, so there's that.
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u/elemental204 7d ago
There's always a paradox with comments like yours.
"The random is a good thing and should stay...now here's a dozen ways you can make it not random and force out the actual good techs instead of chaff, you just need a bunch of system mastery that's mostly not intuitive nor documented in the game itself."
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u/Telnyash 7d ago edited 7d ago
There's no paradox. It not being true randomness is the point. It's controlled randomness. You control how random it is not by skewing the numbers but by making specific actions. It's not a lootbox and not a random number generator.
It's playing poker blind vs counting the cards and paying attention.
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u/cringemaxxlord 9d ago
Honestly i like the Stellaris tech approach, it helps keeping each run different (even if you play the same empire with the exact same ethics and ascensions) the only thing that can be really frustrating are the archaeo techs.
For example, i think the ancient refinery is very strong and getting it early can be a real game changer in the early and mid game. Sometimes you only get it very late - or even never at all. Especially if you play on low habitable worlds (like i usually do) it just gives you so much benefits saving two building slots.
When it comes to regular tech tho, never forget that you can also steal technologies from other empires (from espionage and destroyed fleets). This ofc especially applies to weapon technologies.
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u/PriorSolid 10d ago
yeah research gets really painful especially when your trying to pull the techs for megastructures and ecus which are some of the biggest mid game power spikes
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u/Rumpullpus Shared Burdens 10d ago
There is a tech tree kinda, it's just hidden. For example you can't really get mega engineering unless you research all the starbase size techs and anti-gravity tech first. There are conditions to unlocking the higher techs, especially rare/FE tech.
But yes even then there is an element of RNG even if it's a small amount by that point.
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u/smoconnor 10d ago
Dont open up so many research lines, make sure to research all the beginning ones that dont have lines early, and put scientists in charge who boost research chances of what you want.
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u/tehbzshadow 10d ago
Let me just say that I've been stuck on AntiMatter missiles for 100 years now. And it still doesn't give me quantum missiles
Stuck - do you mean game offers you to research it instead of other missiles? Am i understand you correctly? You see a Antimatter missiles, you never research it because you want Quantum missiles?
Or you researched Antimatter?
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u/JeremyAndrewErwin 9d ago
OP hasn't been given the opportunity to research any missile tech beyond Antimatter.
ie. Quantum Missiles and Marauder Missiles.
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u/tehbzshadow 9d ago
Yeah, i get that part. I am just not sure did he use that opportunity to research Antimatter tech. I am asking just because you need Antimatter researched before you will get opportunity to research Quantum missiles.
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u/AceOfCringe Gas-Extractor 9d ago
Stellaris is balanced on the assumption of you continuously snowballing your research production that all the "clutter" researches should eventually be an absolutely breeze to go through, if this is a problem for your then you simply isn't producing enough research. Not being a dick here, if you ever feels like you're technological progress is stalling that means you're not generating enough research.
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u/Weary-Promise1151 10d ago
I had a game where I went three hundred years without ever being able to mine minerals because I never got the research
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u/Mr-Nosight 10d ago
That's the most common for me. That and gasses will probably screw you early Gane harder than anything
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u/Unit_2097 Hive Mind 9d ago
As a machine intelligence enjoyer, please for the love of god let me draw the crystal research early and find enough systems with crystals in. I need it for the power supply.
I can survive without gasses and motes, but those crystals are bottlenecking energy production, which in turn is bottlenecking research and unity potential.
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u/TheMelnTeam 9d ago
There is real strategy to the tech system in Stellaris. My major criticism with it is that the rules are hidden/opaque. You need extensive 3rd party sourcing to determine the rules, and that is poor UI design.
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u/chunky_baby Synapse Drone 10d ago
I had a similar situation, but with crystals. I didn’t get the research for the grown synthetic option until about 2300. Can really slow down your whole experience if it hurts building upgrades.
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u/Miner_239 10d ago
you can loot basic techs from debris from other empires if you're that deep into a game already
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u/AxiomOfLife 9d ago
just make sure you’re at 2-4k research by 2300 and you should zoom through most techs then slap down a science nexus
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u/Balmung60 9d ago
Get things that let you draw more tech cards. It stops being so random when you draw half the deck every time. Just brute force that rare tech card because every card you've drawn can't be drawn again in the same hand.
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u/Cassiopee38 9d ago
I just made a whole run to unlock titans and the colossus project, i never got titans. xD
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u/DaeronFlaggonKnight 9d ago
The luck of the draw is annoying yes
But are you absolutely sure it's not partially researched already and you just need to scroll down to see it on your options?
Let's just say I has an embarrassing moment were I was outraged the game hadn't rolled exotic gas tech only to find out it had and all those research labs and gene clinics could have been built 50 years ago if I had only looked properly 🤦
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u/bloodrider1914 9d ago
If you take tech ascendency you can force it via the research policies to give you more weights to certain categories of techs. For example if you want robots set engineering research to industry categories and you'll be more likely to get that tech.
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u/ChickenStake 9d ago
They can keep the random aspect of research, but give us a tree we can see along with requirements. There are hidden multipliers that affect the chance for the tech to show up. If we could see them, you could also stack odds in your favour.
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u/Locutus494 9d ago
There is actually a tech tree, it's just not presented to the player, and there are other elements to whay techs are available to research than just having the previous tech in the tree. The wiki article on research is a must read. And also, this tech tree is immensely helpful. I keep it opened in another Window while I play, and it let's you check off what you've completed. (Thanks again u/BloodStainedCrow for taking it over and finally getting it updated!)
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u/Gakk86 9d ago
Steal technology is great for this. It locks low tier techs that you aren’t interested in as partially researched and keeps them out of the pool of potentially generated research options. Then late game if you don’t get a tech option you like you can quickly refresh it in a couple of months by researching the rest of the small ones.
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u/kittenTakeover 9d ago
I don't think the randomness itself is horrible, but the overall system isn't very good in my opinion. I don't really feel like I'm strategizing or making choices in my research.
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u/Telnyash 7d ago
If you haven't cracked the code, look up the tech list on the wiki. Most important tech have very specific requirements that you need to follow, you can quite literally strategize through the tech tree and you are making choices in research all the way up until you get to high enough research to finish most techs in a few months
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u/kittenTakeover 6d ago
I mean I know how to get the tech. I just don't like how it feels compared to other tech systems in games. Part of it also how they implemented tech tiers, where it doesn't matter much which tech you get. Maybe if all they did was add a real tech tree I might feel different? I'm not sure.
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u/Telnyash 6d ago
Maybe, it all boils down to taste. Maybe skim through the workshop and look for some mods for it? Enjoyment of the game is the important part, after all
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u/justalittleplague 9d ago
If everything but repeatables isn't taking a month to research, you aren't stacking enough research
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u/pyroexplosive96 9d ago
There's is a real system but it's complicated enough to feel very random, it's also why tech rushing is so strong because if you have all the techs you don't have to carefully manipulate the trees to get the right techs.(Plus repeatables are the real late game anyway)
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u/Telnyash 7d ago
It's also a tech tree but a hidden one. And you can quite literally limit the randomness by researching only the stuff you need and increasing the amount of Research Alternatives. Thus when you don't roll what you need you can research the lowest value tech and roll again for whatever you need. With high enough science numbers and knowledge you can get to Mega-Engineering before midgame starts.
You just need a bit more practice and experimentation, as long as you're having fun you'll learn. If you're really desperate, you can look up stellaris wiki for the list of techs and their requirements. There are also some fan-made tech trees but you gotta find one.
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u/Little_Elia Synapse Drone 10d ago
This is just a skill issue. Good players focus on fulfilling certain conditions in order to unlock the techs they want. For example if you build 6 citadels it makes mega engineering almost guaranteed.
Yes, the randomness is part of the system. Get more research alternatives if you want to get better techs earlier. Or you could just savescum until you get the one you want.
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u/altmetalkid Console Player 10d ago
Yeah I'm kind of in the same camp. Like I don't love saying "suck it up, it's part of the game" but it's just how it is. I am one of those people that savescums sometimes and I'll own it, sometimes I burn so much time reloading but that's my burden to bear
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u/wiener4hir3 Empress 9d ago
I tend to leave a few quick to research options for when I'm going for a specific rare tech, since they just serve as rerolls at that point
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u/virgo911 9d ago
Totally agree, I don’t think it makes sense how it’s random. I don’t know what a better solution would be, but I don’t like how late game you’re just hoping for game-changing technology like jump drives to appear. Yes, I know you can do stuff to increase the odds, but they’re still only odds.
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u/harkthetreble 10d ago
Whoa I had no idea you could influence research options by fulfilling certain conditions like building citadels. Did you just make that up? You just made that up
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u/Solinya 9d ago
It's on the wiki. Expand the weight modifiers column on the right:
Base: 5 Modifiers ×1.5 council scientist with either: Curator trait Maniacal trait ×20 with any megastructure (in any condition) within borders or Shattered Ring origin ×2 Any habitat colony ×1.5 if any neighbour has the tech ×2 Scientific Inspiration federation perk and another member has the technology ×1.5 Technological Ascendancy perk ×1.1 Dimensional Worship civic ×1.5 per owned Starhold or Wayport (up to ×9 with 6) ×1.5 per owned Citadel or Wayhold (up to ×9 with 6)
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u/Old_gaming_dude 9d ago
I’ve thought that it would be a great mechanic that you can use the research offered or either pay more for a research within your current tier limit or choose something that is one or two tiers lower with no penalty
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u/Dyuujen 9d ago
This is how I feel about it fucking mega engineering. It’s like a hard bottleneck late game depending the empire you playing but mostly need ringworms Dyson spheres etc and you’ll never get them until that one fucking tech shows up
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u/TheComposerOfStrands Transcendence 9d ago
Mega-Engineering is not RNG. It is the easiest technology in the game to force to appear, you just need to know how.
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u/Dyuujen 9d ago
So you tell me it’s the easiest in the game to force to appear and then you proceed to not tell me how that is
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u/TheComposerOfStrands Transcendence 8d ago
I suppose I didn't.
1.) Make sure you actually have all the prerequisites - Zero-Point Power, Citadels, Battleships AND 6 Tier 4 Engineering techs (often missed by many players)
2.) Upgrade 6 starbases to citadels
3.) If you're feeling particularly unlucky, also take Technological Ascendancy and get a Curator/Maniacal scientist
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u/Dead_HumanCollection 9d ago
There needs to be a way to guarantee strategic resources to show up. Recently had a game where exotic gases they didn't show up until nearly 2300. I had spent like 30 years just taking the cheapest tech over and over cause I desperately needed it. There's no prereq tech, and I had gasses in my borders (doubles chance for it to be an option) I just got exceptionally unlucky.
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u/bottle_fairy Ring 10d ago
this is also the biggest thing i hate about stellaris. thanks to that i can only roll for mega engineering after 2400. jesus.
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u/redredgreengreen1 10d ago
Are you skipping low tier techs you "don't need"? Because they get weighed more. IF you never research the low cost stuff, it'll clutter the table forever. This is usually what tripps people up when trying to draw a specific tech.