Stumbled onto this while trying to iron out a bug in my modified tech tree...
Still no way I can find to trick the XML tech tree parser into allowing multiple requirements, but I did find a way to force it to allow "and/or" techs - ie, optional branches, where you can bypass a tech. Now, normally you could do this by doing, for example:
Space Weapons --> Beam Weapons --> etc
|_______> Rail Guns --> etc
and there'd by no point. But what if, say, I wanted to allow this:
------etc-------------> Hyperwarp 3
|
\|/
Speed Troopers
/|\
|
------etc-------------> Shock Troops
with either Hyperwarp 3 OR Shock Troops leading to Speed Troopers.
In other words, converging tech lines...

Ot seems to work, but I'm not using it (at the moment, at least) in my mod, so I've not really tested it. Figured I'd post how, though - someone may be able to use it.

Oh, the tech tree has issues showing this, as it's obviously not supposed to work this way.

Only one of the two techs will show lines to the "Speed Troopers" tech - the other will only show it by listing it in the "Future Techs" listing.
Ok, the code example. Let's say I wanted Impulse Drive to converge to Univ Trans. Normally, if coded right, I'd do:
Impulse Drive
Impulse Drive
400
blah
blah
IonDrive
hyper320
10
30
Propulsion
Universal Translator
25
blah
blah
Xeno Communications
Communications
5
translator0
15
I then end up with two separate tech branches: Ion Drive --> Impulse Drive, and Xeno Comm --> Univ Trans.
But I want to converge them. So I do this instead:
Impulse Drive
Impulse Drive
400
blah
blah
IonDrive
hyper320
10
30
Propulsion
Universal Translator
25
blah
blah
Xeno Communications
Communications
5
translator0
15
It's still 100% valid XML, and the game processes it correctly, just as I say, it won't graphically be represented.
What you have now is: Ion Drive --> Impulse Drive, Xeno Comm --> Univ Trans, and Impulse Drive --> Univ Trans.
Voila.

Brian