Here is the currently tech tree I'm working on. Note that the military tree isn't over yet, and the followings : - if techs are touching each other verticaly, they are paired - you need to have done all the techs that gets a line from the left to the tech you want to search to be able to (example : you need the hunting tech to be able o do the sheeps one) I will soon testing this tech tree on a git and will be provided to anyone who wants to test it after I tried it and balanced it. No comments are expected about the tech tree. It's just to show you my point of view. The tree has be done with yEd (not open source freeware), so if you want to make yours... Now, to answer the ones that posted here. I think iNcog got my point of view about techs, and I think we agree about pretty much everything (except that the wood tech is way better....). I think also pairing techs are a good idea. Not always using it, but sometimes it will bring a decisive choice on the startegy you will do. Currently it's not well-used, but if the tree tech is well-designed, it will for sure bring a lot of depth into the game. But always, it will be for some techs, not a lot of them, since they will be root techs that provides a different set of strategies. So you will choose the one you want in function of your way of playing, so choice will be different from a player to another. Finaly, I don't want having techs that reduces something in your game, as +attack/-armor vs -attack/+armor. A tech should be always benefical, with no compensation.