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