CrazyEwok, glad to see the swords being sheaved
. Anyway, regarding your queries;
The research trees are hardcoded into sins, so if you just took away one of the trees and somehow managed to fit all techs into the remaining tree, the empty tree would still be there. It's one of the changes they made when they created Entrenchment, adding in a third tree, and in diplomacy a 4th. And in all honesty, it would save at most 8 buildings for each player- and as Stress pointed out the poly count on the research stations aren't that high.
About the diplomacy port, yes it is worthwhile- if you have diplomacy you'll already know this, but- diplomacy really does make the game complete at last, you can give missions to the AI, and feel like an equal diplomatic partner, not just "keep them happy". Also, porting over to diplomacy itself isn't that much of a problem, as Ironclad made it very similar to Entrenchment, so most of the hard work is already done. The main problem the mod is seeing now (and diplomacy especially, both stock and modded) is a re-emergence of the old 2gig ram dump error. Ironclad had mostly removed the problem by putting in game hardcoded limits for textures and meshes and the like, however the community felt they needed more room to mod, so IC massively increased the limits, allowing modders to add several whole new factions into the game. Ofcourse that threw up the old error again.
Mods which have a whole bunch of textures and custom models in are now hitting the 2 gig limit a lot quicker (within the reach of a normal game). The same can be said about stock diplomacy, as it too increases the textures and models loaded up within the game. So that being said, the main problem with porting it over to diplomacy is just plain old hard work- the next full revision of the mod has to be rebuilt from scratch, leaving the mod team and community help to fix the 2 gig limit.
Right now the issue seems to be the massive amount of data sins loads up every time- sheets and sheets of unoptimized graphics, and some quirky coding. To be fair to them, IC is an indie company (or was when they made this game), and I'd hardly expect them to have a full team of modellers, texturers, and an optimizing team or any of the like. Unfortunately, what this does mean is that the mod team (and feel free to check up on things and point them out to the mod team) needs to look through all the data that sins loads up, and try to figure out how to optimise it so that it takes up less ram, but still maintains the high standards stress, jtaylorpcs, loki and the others set for this mod.
If you've had any experience playing with the sins code, or any experience you think may help (ie photoshopping model textures etc) then feel free to say, the mod team is great with advice, and they value any contribution that's made. At the end of the day, it saves them work, and gives us a better game to play.
Wow that's a big post lol. Night!