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Something is going wrong here.
Maybe canceling research leads to messing it up? (Of course it shouldn't)
- If you cancel techs from the Research Queue section of the interface, it doesn't cancel dependent items correctly and mixes up the queue order (allowing you to skip techs)
- Tier 3 Engineering huts are becoming available as soon as the Mathematics tech is researched, when players don't yet have Electricity. Instead of disabling just the 3rd slot, all Engineer work halts if upgraded too soon.
Hope those details are helpful!(Screenshot of Research Page)[farm2.staticflickr.com]
On the reseach page, you should see that Education and Quarries are unresearched, but have a bunch of dependent techs unlocked. As best I can tell, it's only when Education specifically or one of its dependents is in the queue that it begins displaying the issues I mentioned before.
Additional Info:
Here's an example tech order I was able to reproduce each time,
Start from empty queue > Add Education > Add Electricity > Add Funerary Practices + 2 dependents > Cancel Electricity > Cancel Education > Exit research screen
Result: Electricity and Funerary Practices are cancelled, but other 3 remain queued [farm2.staticflickr.com]
(Screenshot of Engineers Hut)[farm2.staticflickr.com]
Also, this shows that the Nuggets have Tier 3 Engineering Huts completed already without researching Electricity. I'm not entirely certain at what point those first became available, but I think it was either after Mathematics or Mining.
Here's one of the ways I was able to reproduce it in a fresh playthrough with no prior tech bugs:
Start from empty queue > Add Education > Add Geology > Add Lures & Caulking > Add Tactical Evisceration > Add Reinforced Shelter > Cancel Geology > Cancel Education > Exit research
Result: Geology and Lures & Caulking are cancelled, but other 3 remain[farm2.staticflickr.com]