openstellaris-vault/pages/tech tree system.md
2023-05-20 02:26:34 -05:00

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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 youll 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?