Some technologies in my tree can never be researched and I cannot find why
A tech tree grown with an AI over many sessions often hides dead ends: a prerequisite that does not exist, a loop, or a branch behind one of those. This entry gives your AI a check that finds each dead tech and says which of the three it is.
Why this works
Starting from what the player owns and unlocking everything whose requirements are met shows exactly what can be reached. What is left over is dead, and the reason differs, so each needs its own fix.
When not to use it
Skip it if some techs are meant to come from events or quests rather than research. List those as starting unlocks for the check, or they show up as dead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 39 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Some technologies in my tree can never be researched and I cannot find why" (read_entry strategy-tech-tree-unreachable-tech) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP