I decided that if I made a feature like that I would probably get flooded with mod compatibility bugs or "can you do this for me, I don't know coding" and that doesn't sound like a fun hobby. I thought the only people who might use a feature like that could make their own mods if they want to. They would probably prefer to make it themselves and just the way they want it.
I started out by only looking at the depth of the tree but it didn't feel fun. Some techs you're willing to pay more for, like getting robots and artillery, but others are dead ends or overly specific to a single mod. Like do you really want to pay a bunch for belt immunity, night vision, or defender capsules? There's game design questions to think about too. Should gateway technologies like unlocking a new science pack be expensive, or should the technologies that depend on it be expensive?
I think it's a trap to rely too much on procedural content because it feels hollow, so I added a bunch of little variables to give it a little bit of character.