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

20 lines
No EOL
1.4 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

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?