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Updated tech trees

Anything Reus-related that doesn't fit the other forums.
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Updated tech trees

Post by Salanmander » Sat Jan 23, 2016 3:18 pm

For those of you who are interested, I've made a set of tech trees updated for the most recent patch. (And trying to follow more specific rules for spatial arrangement than the ones on the wiki.)

I would upload them to the wiki, but it isn't publicly accessible, so I made an imgur album of them. You can find it here:

The rules I used for arranging are listed on the album, but in case you want to see them without clicking through:

1) A higher-tier source is always lower.
2) A transmuted source is always lower than what it transmuted from.
3) To the best of my ability, the left-right axis represents roughly how much they produce what resource. For plants, left is food, right is tech. For animals, left is food, right is wealth. For minerals, left is wealth, right is tech. The far left and far right columns should be 100% that resource. I tried to make notes when I was unable to arrange things that way, but I may have missed something.
4) When it didn't conflict with the above points, I tried to keep the graph planar.

If you want to modify these or make your own, the svg source file is at ... 0trees.svg

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Re: Updated tech trees

Post by Maarten » Wed Jan 27, 2016 4:22 pm

Very cool :D

I can give you write access to the wiki if you want! I've sent you a PM with the details.

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Re: Updated tech trees

Post by gamerman3 » Thu Nov 24, 2016 10:18 am

so good !!

the last update ??

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Joined: Mon Dec 26, 2016 8:24 am

Re: Updated tech trees

Post by mrlinh15 » Mon Dec 26, 2016 9:42 am

thank you for share

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