History Main / TechTree

19th Sep '17 2:23:13 PM NekoTroper
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*** An interesting twist is the ability to make tech developments random as you progress. You still have to research everything in order but rather than selecting individual nodes to research, the player selects a general direction they want to research in (along the four disciplines the game offers: Conquer, Discover, Build, Explore) and nodes are selected at random between nodes matching the disciplines chosen. It's a way to add significant ReplayValue to the game.
23rd Aug '17 1:56:25 AM tkzv
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** The original ''VideoGame/XCOMUFODefense'' (''UFO: Enemy Unknown'') was probably the simplest in that regard. Most artefacts can be studied immediately; studying plasma rifle and its clip allows to invent a craft plasma cannon; same for blaster launcher and its bomb; studying pieces of crashed [=UFOs=] allows to invent your own anti-gravity craft; interrogating a telepath unlocks psionics; capturing and interrogating aliens unlocks alien stategy studies -- and you are always told whom to interrogate to advance further. Some interrogations gave inconsequental pieces on information like UFO names or something useful like hyperwave decoder. Then there were several purely Earth inventions that didn't need unlocking, including the laser weaponry line.

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** The original ''VideoGame/XCOMUFODefense'' (''UFO: Enemy Unknown'') was probably the simplest in that regard. Most artefacts can be studied immediately; studying plasma rifle and its clip allows to invent a craft plasma cannon; same for blaster launcher and its bomb; studying pieces of crashed [=UFOs=] allows to invent your own anti-gravity craft; interrogating a telepath unlocks psionics; capturing and interrogating aliens unlocks alien stategy strategy studies -- and you are always told whom to interrogate to advance further. Some interrogations gave inconsequental inconsequential pieces on information like UFO names or something useful like hyperwave decoder. Then there were several purely Earth inventions that didn't need unlocking, including the laser weaponry line.
17th Aug '17 12:34:27 AM tkzv
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** ''VideoGame/XCOMTerrorFromTheDeep'' made things more interesting, with more artefact research unlocked by researchimg weaker or entirely unrelated artefacts. With several cases of GuideDangIt. Vibroblade and thermic lance can only be studied if you have respectively Calcinite or Gill Man corpses in storage on the same base. Lobsterman commander unlocks researching T'leth and Leviathan, while Tasoth commander unlocks only T'leth, but [[UnwinnableByMistake prevents]] unlocking Leviathan -- you can learn the location of TheVeryDefinitelyFinalDungeon, but can't develop a ship to reach it.

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** ''VideoGame/XCOMTerrorFromTheDeep'' made things more interesting, with more artefact research unlocked by researchimg researching weaker or entirely unrelated artefacts. With several cases of GuideDangIt. Vibroblade and thermic lance can only be studied if you have respectively Calcinite or Gill Man corpses in storage on the same base. Lobsterman commander unlocks researching T'leth and Leviathan, while Tasoth commander unlocks only T'leth, but [[UnwinnableByMistake prevents]] unlocking Leviathan -- you can learn the location of TheVeryDefinitelyFinalDungeon, but can't develop a ship to reach it.
3rd Aug '17 5:00:16 AM tkzv
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* ''VideoGame/{{XCOM}}'' series and its spiritual successors have a lot of alien technology to capture, study, adapt and improve. Usually there's not a single big tree, but many small ones started by a single artifact or a group of artifacts.
** The original ''VideoGame/XCOMUFODefense'' (''UFO: Enemy Unknown'') was probably the simplest in that regard. Most artefacts can be studied immediately; studying plasma rifle and its clip allows to invent a craft plasma cannon; same for blaster launcher and its bomb; studying pieces of crashed [=UFOs=] allows to invent your own anti-gravity craft; interrogating a telepath unlocks psionics; capturing and interrogating aliens unlocks alien stategy studies -- and you are always told whom to interrogate to advance further. Some interrogations gave inconsequental pieces on information like UFO names or something useful like hyperwave decoder. Then there were several purely Earth inventions that didn't need unlocking, including the laser weaponry line.
** ''VideoGame/XCOMTerrorFromTheDeep'' made things more interesting, with more artefact research unlocked by researchimg weaker or entirely unrelated artefacts. With several cases of GuideDangIt. Vibroblade and thermic lance can only be studied if you have respectively Calcinite or Gill Man corpses in storage on the same base. Lobsterman commander unlocks researching T'leth and Leviathan, while Tasoth commander unlocks only T'leth, but [[UnwinnableByMistake prevents]] unlocking Leviathan -- you can learn the location of TheVeryDefinitelyFinalDungeon, but can't develop a ship to reach it.
** ''VideoGame/XCOMApocalypse'' and ''VideoGame/XCOMInterceptor'' continued the idea with multiple research lines converging to an ultimate technology.
** ''VideoGame/UFOAfterBlank'' had research trees along the same lines. The game plot greatly depends on that.
** Same for the reboot: ''VideoGame/XCOMEnemyUnknown'' and ''VideoGame/{{XCOM 2}}''
** Mods based on [=OpenXcom=], such as ''VideoGame/{{Piratez}}'' and ''VideoGame/TheXCOMFiles'' tend to make their research trees large and with many interconnections. Sometimes invoking GottaCatchThemAll (an invention is unlocked by researching 1-2 dozen artifacts) or YouHaveResearchedBreathing (justified by AfterTheEnd and {{Obstructive Bureaucrat}}s respectively).
9th Jul '17 9:08:51 AM nombretomado
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** ''VideoGame/HeartsOfIron 2'', set during WorldWarTwo, has a more conventional tech tree, with advances leading to further advances in various categories. All of them have a "historical year" which make them much more expensive to research before their time. Research is carried out by country-specific "Tech Teams" such as Boeing or Wernher von Braun. Of particular note is the "Secret" category, which consists of tiny groups of unrelated advances - electronic computers, nuclear fission, rocket interceptors - that become available a short while after their prerequisites from other categories are reached.

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** ''VideoGame/HeartsOfIron 2'', set during WorldWarTwo, UsefulNotes/WorldWarII, has a more conventional tech tree, with advances leading to further advances in various categories. All of them have a "historical year" which make them much more expensive to research before their time. Research is carried out by country-specific "Tech Teams" such as Boeing or Wernher von Braun. Of particular note is the "Secret" category, which consists of tiny groups of unrelated advances - electronic computers, nuclear fission, rocket interceptors - that become available a short while after their prerequisites from other categories are reached.
16th Apr '17 12:31:17 PM nombretomado
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* The base ''SpaceEmpires'' games already have sizable tech trees that grow larger with every iteration of the game. They are also quite [[GameMod moddable]], and modders have created veritable jungles of tech trees s a result.
* ''SwordOfTheStars'' has a large interconnected TechTree. With the added factor of each race getting various percentage chances to have the various technologies in their tree, meaning that no two games, or players, are completely identical tech wise.

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* The base ''SpaceEmpires'' ''VideoGame/SpaceEmpires'' games already have sizable tech trees that grow larger with every iteration of the game. They are also quite [[GameMod moddable]], and modders have created veritable jungles of tech trees s a result.
* ''SwordOfTheStars'' ''VideoGame/SwordOfTheStars'' has a large interconnected TechTree. With the added factor of each race getting various percentage chances to have the various technologies in their tree, meaning that no two games, or players, are completely identical tech wise.
24th Feb '17 1:46:38 PM puceron
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* ''VideoGame/{{Borderlands 2}}'' has a three-way tech tree. Upon getting your basic ability, you then start getting a point for each level gained. You can then choose how to distribute the points to to expand your capabilities.

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* ''VideoGame/{{Borderlands 2}}'' has a three-way tech tree. Upon getting your basic ability, you then start getting a point for each level gained. You can then choose how to distribute the points to to expand your capabilities.
* ''VideoGame/TheEnchantedCave'', but only in the second game.
30th Jan '17 9:30:34 PM LordInsane
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* ''TabletopGame/DungeonsAndDragons'' 3.X had the Feat Tree example, and actually used those words to describe it. Feats were granted at level 1, level 3, and every 3 levels thereafter. Many Feats required other Feats, and there were even some deliberately weak Feats (for example, Endurance gave a +4 bonus to saves to resist exhaustion and the ability to sleep in Medium armor, which would be relevant only if the GM was a whole-hearted RulesLawyer) that were primarily used as prerequisites for above-average Feats to keep them balanced (Endurance was a prerequisite for such Feats as Diehard (lower penalties for being below 0 hit points and takes more damage to kill you) and Steadfast Determination (use the CON score you were prioritizing for both Fortitude and Will Saves, making the WIS score you were using as a DumpStat directly govern nothing)). Being able to climb a Feat Tree was pretty much all the Fighter class had going for it, as its only class feature was a bonus Feat (taken from a very long list) at first level and every even level. As such, there were several Feat Trees created exclusively for Fighters, even requiring a minimum Fighter class level to take.

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* ''TabletopGame/DungeonsAndDragons'' 3.X had the Feat Tree example, and actually used those words to describe it. Feats were granted at level 1, level 3, and every 3 levels thereafter.thereafter[[note]]As developers have pointed out, it is a straight progression if you assume that you get the first feat at a theoretical 'apprentice' level 0 and it just is noted at level 1 because you can't really adventure as a level 0 character. ''TabletopGame/{{Pathfinder}}'' has a feat at every 2 levels, as it assumed you actually get the first feat at level 1.[[/note]]. Many Feats required other Feats, and there were even some deliberately weak Feats (for example, Endurance gave a +4 bonus to saves to resist exhaustion and the ability to sleep in Medium armor, which would be relevant only if the GM was a whole-hearted RulesLawyer) that were primarily used as prerequisites for above-average Feats to keep them balanced (Endurance was a prerequisite for such Feats as Diehard (lower penalties for being below 0 hit points and takes more damage to kill you) and Steadfast Determination (use the CON score you were prioritizing for both Fortitude and Will Saves, making the WIS score you were using as a DumpStat directly govern nothing)). Being able to climb a Feat Tree was pretty much all the Fighter class had going for it, as its only class feature was a bonus Feat (taken from a very long list) at first level and every even level. As such, there were several Feat Trees created exclusively for Fighters, even requiring a minimum Fighter class level to take.
25th Dec '16 3:40:48 AM carralpha
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** ''Civilization VI'' has two tech trees: one for science and one for government and culture. Progress through each tree is largely independent of progress through the other.
28th Sep '16 1:52:15 PM GuyIncog
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*** ''Hearts Of Iron IV'' features no less than 12 broad categories of research - infantry, tanks, artillery, support companies, ships, aircraft, industry, science/engineering, and doctrines for land, sea and air - all of which must be researched using a limited number of research slots, of which countries may start with as few as 2 or 3, and will never have more than 5 or 6. Additionally, certain technologies have prerequisites in other categories - researching signal companies, for example, requires both motorization and radio tech to have already been researched - and the penalties for researching tech ahead of their historical year are carried over from previous games. The game also has a separate "National Focus" tree.

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*** ''Hearts Of Iron IV'' features no less than 12 broad categories of research - infantry, tanks, artillery, support companies, ships, aircraft, industry, science/engineering, and doctrines for land, sea and air - all of which must be researched using a limited number of research slots, of which countries may start with as few as 2 or 3, and will never have more than 5 or 6. Additionally, certain technologies have prerequisites in other categories - researching signal companies, for example, requires both motorization and radio tech to have already been researched - and the penalties for researching tech ahead of their historical year are carried over from previous games. The game also has a separate "National Focus" tree. Each National Focus researched grants one of any number of wide ranging perks, but many require not only one or more prior Focus to be completed - sometimes from different branches of the tree - but may also require certain game conditions to be in effect, or even the cooperation of another country in order to complete.
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