History Main / TechTree

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.
28th Sep '16 1:45:05 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.
1st Sep '16 12:33:47 PM Morgenthaler
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1st Sep '16 12:28:01 PM Morgenthaler
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* Each ''WorldOfWarcraft'' class has its own, specialized tech tree, with abilities that can only be gained by putting points into it. One point per level gained from level 10 onwards.

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* Each ''WorldOfWarcraft'' ''VideoGame/WorldOfWarcraft'' class has its own, specialized tech tree, with abilities that can only be gained by putting points into it. One point per level gained from level 10 onwards.



* ''EVEOnline'' has tech trees as well. In order to fly certain ships or use specific modules, you need to research a multitude of skills, some of which take weeks to learn.
* WorldOfTanks uses the Tech Tree as a form of Experience level AND tech tree. As you fight battles you earn XP and credits, which you use to upgrade your existing vehicle, and then purchase the next higher tier vehicle or vehicles in line.

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* ''EVEOnline'' ''VideoGame/EVEOnline'' has tech trees as well. In order to fly certain ships or use specific modules, you need to research a multitude of skills, some of which take weeks to learn.
* WorldOfTanks ''VideoGame/WorldOfTanks'' uses the Tech Tree as a form of Experience level AND tech tree. As you fight battles you earn XP and credits, which you use to upgrade your existing vehicle, and then purchase the next higher tier vehicle or vehicles in line.



* ''StarCraft'' requires specific buildings to produce units and research upgrades, and most buildings have other buildings as prerequisites for construction. The structure of the building hierarchy varies for each of the three races, with zerg having a tier based system, protoss having 3 largely independent tech paths, and Terran having a shorter central path with several large 'branches' for better units in certain classes. Upgrades offer either a unit-specific ability or improvement (such as increased attack range for the zerg hydralisk or a short range teleport for protoss stalkers) or a generic attack/defense boost for a class of units (e.g. increased attack power for all air units). Upgrades cost a fixed amount of resources and take a fixed amount of time to research once purchased.

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* ''StarCraft'' ''VideoGame/StarCraft'' requires specific buildings to produce units and research upgrades, and most buildings have other buildings as prerequisites for construction. The structure of the building hierarchy varies for each of the three races, with zerg having a tier based system, protoss having 3 largely independent tech paths, and Terran having a shorter central path with several large 'branches' for better units in certain classes. Upgrades offer either a unit-specific ability or improvement (such as increased attack range for the zerg hydralisk or a short range teleport for protoss stalkers) or a generic attack/defense boost for a class of units (e.g. increased attack power for all air units). Upgrades cost a fixed amount of resources and take a fixed amount of time to research once purchased.



* The ''NavalOps'' series uses a set of Tech Trees to organize research. One tree for torpedoes, one for lasers, and so one. Figuring out just how to unlock certain pieces of equipment can be an exercise in GuideDangIt.

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* The ''NavalOps'' ''VideoGame/NavalOps'' series uses a set of Tech Trees to organize research. One tree for torpedoes, one for lasers, and so one. Figuring out just how to unlock certain pieces of equipment can be an exercise in GuideDangIt.
12th Aug '16 7:53:58 PM nombretomado
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* ''{{Achron}}'' has an interesting spin on this. Each faction has a very small, very flat tech tree (usually amounting to around six upgrades or so) and they are explained away as "improving infrastructure" (as opposed to "research"). The interesting bit is the way this interacts with the time travel mechanics: It's possible to arm your units with weaponry from the future, or reinforce your army with units you can't technically build yet.

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* ''{{Achron}}'' ''VideoGame/{{Achron}}'' has an interesting spin on this. Each faction has a very small, very flat tech tree (usually amounting to around six upgrades or so) and they are explained away as "improving infrastructure" (as opposed to "research"). The interesting bit is the way this interacts with the time travel mechanics: It's possible to arm your units with weaponry from the future, or reinforce your army with units you can't technically build yet.
7th Aug '16 10:24:52 AM ThraggLootrippa
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** The Tau are the only faction with DivergentCharacterEvolution: Either you pick the builing that lets you build Hammerheads and Crisis suits (very powerful tank and jump suit) or the one that lets you build Krootox and Kroothounds (strong melee units), along with upgrades to life for all units and sight range (it's believed by some that the life upgrade was supposed to go along with the first upgrade, either not corrected or deliberately left in).

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** The Tau are the only faction with DivergentCharacterEvolution: Either you pick the builing building that lets you build Hammerheads and Crisis suits (very powerful tank and jump suit) or the one that lets you build Krootox and Kroothounds (strong melee units), along with which also gives health upgrades to life for all most units and increased sight range (it's believed by some that the life upgrade was supposed to go along with the first upgrade, either not corrected or deliberately left in).
6th Jul '16 1:58:15 PM mcgrew
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* ''Stellar Conquest'' (Metagaming, 1975) has three tech trees (ship speed, weapons, technological research), although each tree has only 3 levels and 6 technologies.
15th May '16 3:19:29 AM Morgenthaler
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** ''SidMeiersAlphaCentauri'' also has a really complex tech tree, like most Firaxis games, where the player must research all sorts of future technology until he can reach the Threshold of Transcendence. Once the player finishes the Ascent to Transcendence project, the player's civilization will AscendToAHigherPlaneOfExistence.

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** ''SidMeiersAlphaCentauri'' ''VideoGame/SidMeiersAlphaCentauri'' also has a really complex tech tree, like most Firaxis games, where the player must research all sorts of future technology until he can reach the Threshold of Transcendence. Once the player finishes the Ascent to Transcendence project, the player's civilization will AscendToAHigherPlaneOfExistence.
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