tags:: architecture - Tech tree contains techs, each of which has - discovery requirement - what conditions are required to allow an empire to even know this tech exists? - unlock requirement - what conditions are required to allow an empire to unlock this tech? - activation cost - how much it costs to "activate" - upkeep - how much per time unit it costs to keep the tech activated - deactivation requirement - some techs may not be able to be deactivated - deactivation cost - how much it costs to deactivate - unlike in stellaris, resource allocation for tech tree items is not discrete, but you can allocate "research funds" to different projects - also allow for auto-picking research projects based on prioritized fields of study - for ex. if "voidcraft" is prioritized, projects related to voidcraft will be picked for funding - no bullshit rolling for tech system - Unlock structure - You get 1 or maybe 2 layers “for free” – this is the stuff scientists are “obviously working on” - With culture / arts / sci-fi authors, you can occasionally see really long-term techs (e.g. Dyson Spheres), and work towards them - Maybe make this pretty hard, so you’ll only have 1 or 2 “star trek techs” unlocked, but you get a research speed buff for working towards them - Maybe have *some* rare techs gated on the same mechanism, so for some techs (balance carefully!) you might not ever unlock them?