Currently I'm looking at:
// knowledge levels: // 0 = UNKNOWN: not seen, not encountered // 1 = RUMOURED: heard of through trade // 2 = SEEN: seen via trade, or by spy/bard // 3 = KNOWN: exists in towns, traded for, used in combat with // survivors [using a car, but unable to build one] // 4 = EXPERIMENTAL: tought the production of, but not built. // 5 = UNDERSTOOD: knowledge enough to produce.
This will allow for different levels of knowledge, and a kind of progression to be available. I've also made research projects no different from buildings/units. Each can have similar pre-requisites and allocation queues to complete. This should allow me to develop technology projects which vary greatly depending on what is being worked on, and from what sort of level is being built upon. In fact, I imagine quite a few projects will be "build prototype X" projects, that provide a prototype unit, as well as a chance to bump the tech level to "UNDERSTOOD" from merely "EXPERIMENTAL", shortening the build requirements, or making the unit better or some such.
I expect that making the various projects will require a bit more work than the standard tree, but I think it's certainly worth it for something that is the centerpiece of 4x gaming...