1.4 KiB
1.4 KiB
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?