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ravagon
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Australia
Sep 1999 time: 13:19
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I make sure I start off with the tech tree poster that came with my original civ2. That way I don't forget about any of the special flag techs that can do such undesirable things to an otherwise good scenario.
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Mercator
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Sorekara no Nanimo
Jan 1970 time: 06:19
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I usually start out using some text editor, writing all techs I can think of down, in no particular order. Then I'll use the text editor and/or paper and pencil to construct the tree itself.
First and most importantly, figure out which techs will form the basis and get the general idea of how the different branches will interact. Write any ideas down on paper.
Then I'll start arranging the techs, mostly cutting and pasting techs behind eachother in an orderly fashion, like this (just a silly little example):
Writing Literacy
Trade Currency
Map Making
Code of Laws Monarchy
Literacy, Trade and Code of Laws require Writing. Currency and Map Making require Trade. Monarchy requires Code of Laws.
It's usually easiest to disregard any second prerequisites first, that way I can keep a nice and simple tree structure. When this is done, I can create the links for the second prerequisites.
The hardest, or at least most tedious, part probably is getting it all into the rules.txt, avoiding any special techs (or using them appropriately)... Especially when I want to order them alphabetically. 
But well, I've only made 2 or 3 tech trees so far, and not the most complex ones either.
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hardjoy
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Odense, Denmark
May 2001 time: 06:19
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Paper and pencil, and notepad, much in the way Mercator described. With my latest projects, I have found it increasingly helpful to do a visual tech tree with Paintshop Pro, i.e. a large image file, where units and icons can be pasted in along with the tech names and their effects (in connected boxes), and cut'n pasted from this file to their respective slots in the graphics files. Makes it very easy to see which units and which improvements will appear when and if they make sense, and that no tech slots are left useless, unless they're supposed to.
I must add that this part without doubt is the hardest part for me, especially when doing something historical, where I have to think really hard to consider which advances will be the crucial ones to players in the scenario, in a way that actually reflects historical changes.
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