rattle wrote:Since dependencies are present the data structure should suffice. I'm all for a tree representation instead of a list.
Well, in my mind, there's actually several different ways we might do something roughly like Enpi's suggestion. At one extreme is the idea of a full in-game navigable tech tree -- given the nature and size of SiS's tree, that would create interface problems similar to those you see in SoTS, figuring out how to zoom and pan become important details, and finding space for the other elements currently in SiS's research screen becomes tricky. That's a relatively major UI design project.
The other extreme is to do something roughly like Alpha Cent* -- and show only the part of the tech tree that corresponds to the the tech currently being selected, and it's immediate prereqs and follow on techs. That's a much more modest feature, one that I think we could fit into the current UI layout without too much trouble.
I'm not entirely sure which of the two enpi is suggesting here
* I don't remember exactly how Alpha Cents tech screen worked, but, the basic layout, as far as I recall, was a block of informative text, plus a large central visualization that included the tech's icon and, I think, lines leading off to other related techs. Even in a relatively simple "partial visualization" case I think showing a bit more of the tech tree is probably wise -- but, there's a sliding scale here in terms of the amount of detail and surrounding techs we might show. A third, related option would be to give players a way of bringing up a visualization of the relationships between all the techs inside a given field. Single field trees are a lot easier to create and display than a complete "tech forest".