History Main / TechTree

11th Apr '18 4:25:17 AM carralpha
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[[folder: Real Life]]

* Many school and university courses give students a large degree of freedom in choosing modules or papers, but many modules require students to have previously studied certain other modules. Requirements can often become complex enough that progression through the whole course resembles a video game tech tree: see, for instance, [[https://lh3.googleusercontent.com/JHsq54ADyoJ_PxtkB6NsxYfTBNGwdmqLFEfNPmR8t3qH82dTTrjj4htnYXBs6hd1MYhmHGRz_NwZdx3MTqDs6cQsrtob_X3xA5eYgQU_t7ZwjvdRykxqL-b2fW_lgbDPBC-Gqz5GjA=w2400 this diagram]] illustrating module dependencies in Oxford's undergraduate Mathematics course.

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17th Mar '18 5:48:50 PM Tacitus
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\n* ''VideoGame/{{Stellaris}}'' has an interesting tech tree in that there's a strong random component. Techs are divided into three categories: Physics, which governs things like laser weapons for spaceships or power plants for your EnergyEconomy, Society, which helps you {{Terraform}} worlds or better manage your star empire, and Engineering, which unlocks new classes of ships and better factories to help you produce them. Completing techs unlocks better developments in those lines, so researching [[MagneticWeapons mass drivers]] will lead to coilguns and eventually railguns, but instead of having the full tech tree available to choose from, you're instead "dealt" several research options (three as standard, which can be increased in various ways) from a "deck" of available techs in each of those three categories. Good luck of the draw will give you the option to start working on cruisers long before your neighbors do; bad lucks mean your fleets will struggle to keep up with your rival's because your scientists just don't seem to have any ideas about how to improve your spaceships' engines.



[[folder: MMORP Gs ]]

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[[folder: MMORP Gs [=MMORPGs=] ]]



** Same for the reboot: ''VideoGame/XCOMEnemyUnknown'' and ''VideoGame/{{XCOM 2}}''

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** Same for the reboot: ''VideoGame/XCOMEnemyUnknown'' The reboot, ''VideoGame/XCOMEnemyUnknown'', spices things up by giving your bonuses to researching certain technologies if you can successfully capture and interrogate certain aliens - nabbing a Sectoid Commander will help you research Psionics faster, bringing back a Muton will help you develop plasma weapons, and so on.
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''VideoGame/{{XCOM 2}}''2}}''[='s=] ''War of the Chosen'' expansion combats [[ComplacentGamingSyndrome the tendency for players to go through the tech tree in a certain order]] by having your head scientist randomly feel "inspired" to finish one technology option must faster than usual, but only if you start working on that technology immediately. This can let players get certain equipment or facilities unlocked weeks or months earlier than expected, and can persuade them to try new paths through the game's tech tree.
26th Feb '18 5:23:35 PM Yalsaris63
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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.
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