Difference between revisions of "User:Piotrus/Tech Category Project/Tech Tree"

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(The Tech Tree Proper)
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===EARLY_SPACESHPS_THEORY===
 
===EARLY_SPACESHPS_THEORY===
First spaceships. Some intersystem ideas for start as well.
+
* Requires:
 +
* Allows: [[User:Piotrus/Tech_Category_Project/Tech_Tree#REGULAR_SPACESHIPS_THEORY|REGULAR_SPACESHIPS_THEORY]]
 +
* Notes: First spaceships. Some intersystem ideas for start as well.
  
 
====PLANETARY_SPACE_YARD====
 
====PLANETARY_SPACE_YARD====
 
* Fluff: Construction of space vehicles, even simple rockets, requires a dedicated complex. First spaceships obviously have to be build on the ground, although this requires them to be able to to survive atmoshperic ascent, and often, reentry.
 
* Fluff: Construction of space vehicles, even simple rockets, requires a dedicated complex. First spaceships obviously have to be build on the ground, although this requires them to be able to to survive atmoshperic ascent, and often, reentry.
 
* Requires: [[User:Piotrus/Tech_Category_Project/Tech_Tree#EARLY_SPACESHPS_THEORY|EARLY_SPACESHPS_THEORY]], [[User:Piotrus/Tech_Category_Project/Tech_Tree#GOVERNMENT_SPACE_AGENCY|GOVERNMENT_SPACE_AGENCY]]
 
* Requires: [[User:Piotrus/Tech_Category_Project/Tech_Tree#EARLY_SPACESHPS_THEORY|EARLY_SPACESHPS_THEORY]], [[User:Piotrus/Tech_Category_Project/Tech_Tree#GOVERNMENT_SPACE_AGENCY|GOVERNMENT_SPACE_AGENCY]]
* Allows: [[User:Piotrus/Tech_Category_Project/Tech_Tree#SPACE_STATION|SPACE_STATION]], [[User:Piotrus/Tech_Category_Project/Tech_Tree#SPACE_CAPSULE|SPACE_CAPSULE]], [[User:Piotrus/Tech_Category_Project/Tech_Tree#REGULAR_SPACESHPS_THEORY|REGULAR_SPACESHPS_THEORY]], SPACE_YARD
+
* Allows: [[User:Piotrus/Tech_Category_Project/Tech_Tree#SPACE_STATION|SPACE_STATION]], [[User:Piotrus/Tech_Category_Project/Tech_Tree#SPACE_CAPSULE|SPACE_CAPSULE]], [[User:Piotrus/Tech_Category_Project/Tech_Tree#ORBITAL_SPACE_YARD|ORBITAL_SPACE_YARD]]
 
* Notes: Develop along lines of reusable and single use spaceships, and landing vs. space-only spaceships.
 
* Notes: Develop along lines of reusable and single use spaceships, and landing vs. space-only spaceships.
  
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====SPACE_STATION====
 
====SPACE_STATION====
 
* Fluff: The permanent, immobile spaceship. Space station is useful for research, and later its orbital construction potential becomes obvious.
 
* Fluff: The permanent, immobile spaceship. Space station is useful for research, and later its orbital construction potential becomes obvious.
* Allows: [[User:Piotrus/Tech_Category_Project/Tech_Tree#ORBITAL_ECONOMICS|ORBITAL_ECONOMICS]], [[User:Piotrus/Tech_Category_Project/Tech_Tree#MILITARY_SPACE_STATION|MILITARY_SPACE_STATION]], [[User:Piotrus/Tech_Category_Project/Tech_Tree#INTER_PLANETARY_SPACESHIP|INTER_PLANETARY_SPACESHIP]], larger space stations, ORBITAL_SPACE_YARD
+
* Allows: [[User:Piotrus/Tech_Category_Project/Tech_Tree#ORBITAL_ECONOMICS|ORBITAL_ECONOMICS]], [[User:Piotrus/Tech_Category_Project/Tech_Tree#MILITARY_SPACE_STATION|MILITARY_SPACE_STATION]], [[User:Piotrus/Tech_Category_Project/Tech_Tree#INTER_PLANETARY_SPACESHIP|INTER_PLANETARY_SPACESHIP]], [[User:Piotrus/Tech_Category_Project/Tech_Tree#ORBITAL_SPACE_YARD|ORBITAL_SPACE_YARD]], larger space stations
 
* Requires: [[User:Piotrus/Tech_Category_Project/Tech_Tree#ROCKETRY|ROCKETRY]], [[User:Piotrus/Tech_Category_Project/Tech_Tree#EARLY_SPACESHPS_THEORY|EARLY_SPACESHPS_THEORY]], [[User:Piotrus/Tech_Category_Project/Tech_Tree#PLANETARY_SPACE_YARD|PLANETARY_SPACE_YARD], [[User:Piotrus/Tech_Category_Project/Tech_Tree#MANNED_SPACEFLIGHT|MANNED_SPACEFLIGHT]]
 
* Requires: [[User:Piotrus/Tech_Category_Project/Tech_Tree#ROCKETRY|ROCKETRY]], [[User:Piotrus/Tech_Category_Project/Tech_Tree#EARLY_SPACESHPS_THEORY|EARLY_SPACESHPS_THEORY]], [[User:Piotrus/Tech_Category_Project/Tech_Tree#PLANETARY_SPACE_YARD|PLANETARY_SPACE_YARD], [[User:Piotrus/Tech_Category_Project/Tech_Tree#MANNED_SPACEFLIGHT|MANNED_SPACEFLIGHT]]
 
* Notes: Space stations could be a hull class.
 
* Notes: Space stations could be a hull class.

Revision as of 06:27, 14 March 2012

This is a collection of my own tech ideas. Perhaps one day they may be incorporated into FO or its post 1.0 mods. Or perhaps not. I decided to make a much bigger and complex tech tree then in present FO, as I'd like to include techs from various sf universes. Don't expect this project to be ready anytime soon. Perhaps mid-2005? We shall see. Started on 1st Jan 2005. First, I will create a logical tech tree: requires, allows, brief description. Then I will start filling it with XML, as I will hopefully learn it over the coming weeks. --Piotrus 17:06, 8 Jan 2005 (EST)

Contents

On chosing techs before game starts

During race creation, player can spend some points on chosing some teories and applications. This is bascially a tradeoff between better race and being able to start space exploration and colonization quicker. Thus below you will find techs like Pre-Space_Military_Theory or Inter_System_Propulsion, that our civilisation already has. Besides, after playing HoI, I find it cool to allow player to be able to develop some real, historic techs. --Piotrus 19:14, 8 Jan 2005 (EST)

Categories

I decided to base my categories on a matrix. One branch of it a division natural and social sciences. I am also considering letting some techs be multi-category. The below list is v.2. I may divide or merge some categories, I try not to be too detailed. The early FO rule of no more then 10 categories is a good 'rule of thumb'. Finally, note: I am not sure if we need categories at all. I prefer to think in terms of theories and 'milestones in civilization progress' anyway.

Social sciences.

The second part of the matrix would be the goal. I am thinking something SMAC like, which categorized the techs by goal. SMAC had IIRC Growth, Warfare, Industry and Science. I'll call them

  • Explore (travel, sensors)
  • Expand (growth)
  • Exploit (industry)
  • Exterminate (warfare)
Natural sciences Social sciences
Explore
Expand
Exploit
Exterminate

Research is omitted on purpose.

Also, note that the above theories represent only one of three areas you can spend research points. The two others are applied research and refinements, and they are all described in the next section.

Cool stuff to implement

For cool yet scientifically-sound ideas to implement, see User:Piotrus/Tech Category Project/Tech Tree:To do.

The Tech Model

You cannot direct science. You can try, but it is expensive and does not guarantee success. Innovation and breakthroughs often occur by accident. My model tries to reflect this, while giving the player some control (it wouldn't be fun if everything was totally random, now, would it?). The system below builds on two classics, MOO, Stars! and SMAC. Its key features include: 1) multiple techs can be researched in the same time (Stars!) 2) there is no guaranteed time when a given tech will be completed (MOO) 3) the player has only a limited control over what is being researched (MOO, SMAC).

Theories represent the 'big leaps in science and public consciousness', or paradigm shift. They are very expensive, allocated to given category (or several) and you *can't* chose to research them. You just decide how much you want to pay for theory research, what (if any) category you will focus on (thus increasing your chance of breakthrough in them) and keep your fingers crossed that your civilization will stumble upon something. Another way to get theories is to make contact with another civilization - the cultural contamination just from observing what they do and how can be very beneficial (or dangerous...more on that later). Theories are prerequisite for all applications and for some other theories. Early theories may not have any prerequisites. Theories will never have a prerequisite application. Theories in themselves don't do anything, they just allow you to start researching a bunch of applications. Examples of theories would include what type (if any) of military the empire prefers (heavilly armored ships, nimble fighters, etc.); what type of space propulsion is employed (FTL, wormhole, hyperspace); force fields, teleportation, psychic powers, mecha, etc. They represent a widespread acceptance by a civilization that practical research into a large body of concepts is possible.

Applications are like normal techs. You can chose to research them or not. They may require prerequisite theories or applications and allow you to research other applications. If your empire has developed the theory of travel through jump points, applications would include sensors to locate them, engines to travel through them, jump point formation and destruction techs, and so on.

Refinements are similar to normal techs. The idea is that after you develop a working component, you can decide to spend more on improving it. In the short term, this will be faster then developing a completely new tech, but in the long run you will have a choice: refine or develop new stuff. For now I will likely leave this alone, there is enough job with inventing new stuff - and putting them in order - as it is. For the example, think about the jump engine, and how the refinements would make it smaller, more fuel efficient, capable of faster travel/recharging, and so on.

Another way to think about the above division is as follows: theories unlock big, game changing inventions; applications unlock smaller, practical things that can be built/implemented, and refinements make those small, practical things more efficient.

Ok, so how does this work in practice? You have a given amount of credits to spend on science, research points, or whatever FO most recent name for the relevant type of resource is. You can chose to micromanage how they are spent, or let your scientists run wild. The more you micromanage, the more control you'll have, but the more waste there will be (think, governmental bureaucracy forcing scientists to work on well paid projects that show little potential, instead of the more crazy stuff that the scientists would like to pursue that does not get funding; or how demand for military scientists is leading too poor hiring standards, when brilliant social scientists cannot find work...; also think law of diminishing returns).

The first choice is how much you want to spend on theoretical research, how much on applications, and how much on refinements. By default, those would be set to 33/33/33. There is no waste in such a setup. But as you try to change them, waste will appear. The waste would grow exponentially, with some early interference having little effects, but later growing more and more severe.

Let's imagine a bunch of sliders for theory categories (natural vs social on one level, explore, expand, exploit, exterminate on the third). By default, those would be set to 50/50 and 25/25/25/25. Just like in the example above, waste will appear the more the default values are changed.

In this early version, I see similar equal split between various application and refinement techs, with a somewhat reduced waste factor. In particular, it should be possible to block certain techs from being researched for the most part (making such research illegal, and thus diverting resources to more proffered fields), but this will still generate some waste (as some brilliant scholars, told they cannot work on their favorite project, may abandon science altogether).

On a final note, most technologies will have prerequisites, and all have their cost in RP. A tech will not be reserchable (no RP woll be spent on it) unless prerequisites have been met. Once they are met, RPs will be channeled into it based on the sliders discussed above. Once the cost is met, just like in MOO, there will be a growing chance per turn that the tech will be researched. It should never be higher than 75% (?) percent.

Sidecomments:

  • racial modifiers can affect the sliders, lock or unlock certain techs (does your race have psychic powers?)
  • special events can affect sliders ("a popular religious movement is opposed to technology x; waste of reasearch in it is doubled", or "powerful faction in the government, playing to religious or economic interests, succeeds in passing a ban on research in field x for 5 years")
  • seeing that other races can do various things you cannot will unlock theories so you can research various new applied techs yourself, but of course you may be decades or centuries behind them. There should also be ways to keep entire techs secret, but this enters into espionage which I don't want to deal with now

The Tech Template

First, unofficial stuff: full name, fluff descriptions, allows, notes. Possible future additons: theory chance of discovery, disallows/excludes, increse/decrease chance of discovery, cost or research time. Then the XML body.

Using XML. For theories: ===TECH_NAME===

  • Name:
  • Fluff:
  • Prerequisites:
  • Allows:
  • Categories:
  • Notes:

<Tech>

       <name>NAME</name>
       <description>DESCRIPTION</description>
       <type>TYPE</type>
       <category>CATEGORY</category>
       <research_cost>RESEARCH_COST</research_cost>
       <research_turns>RESEARCH_TURNS</research_turns>
       <prerequisites>
           NAME0
           NAME1
           ...
           NAMEN
       </prerequisites>
       <unlocked_items>
           ITEM0
           ITEM1
           ...
           ITEMN
       </unlocked_items>
       <EffectsGroup>
       </EffectsGroup>

</Tech>

For applied sciences: ===TECH_NAME===

  • Name:
  • Fluff:
  • Prerequisites:
  • Allows:
  • Notes:
  • Categories:

<Tech>

                <name>NAME</name>
                <description>DESCRIPTION</description>
                <type>TYPE</type>
                <category>CATEGORY</category>
                <research_cost>RESEARCH_COST</research_cost>
                <research_turns>RESEARCH_TURNS</research_turns>
                <prerequisites>
                     NAME0
                     NAME1
                     ...
                     NAMEN
                </prerequisites>
                <unlocked_items>
                     ITEM0
                     ITEM1
                     ...
                     ITEMN
                </unlocked_items>
                <EffectsGroup>
                </EffectsGroup>

</Tech>

The Tech Tree Proper

PRE_SPACE_MILITARY_THEORY

  • Type: Theory
  • Name: Pre Space Military
  • Fluff: Most civilisations have a history of violence and war and have thus developed some military science technologies long time ago. Those technologies are designed around doctrines for combat on given civilisation planet only.
  • Requires: nothing, early level theory
  • Allows: MANY_MILITARIES_DOCTRINE,

EARLY_SPACE_MILITARY_THEORY

  • Notes: During race creation, you will have the possibility to spend some points on buying theories and applications. One of the interesting choices will be an 'Innocent' race - i.e. the one which has no military whatsoever. I'd like this and related techs to illustrate the diffrent paths that players can chose during race creation and later, tech development and game playing strategies. Some races, like unified telepathic hives or sth, would skip this tech altogether, as they would never be able to invent it. Coupled with the theory research mechanism, this will give you a race that likely cannot start researching any military techs before it makes contact with aliens. The disadvantages are obvious, advnatages would be likely lots of bonus points for other areas of race construction. Second, the pre-space tree is devoted to land combat. Players can skip it and go for early space, which will be the first step towards military space ships, but they have to develop pre spece if they want to have ground forces.

MANY_MILITARIES_DOCTRINE

  • Name: Many Militaries Doctrine
  • Fluff: Many civilisations during their development on a single planet develop into many factions, sometimes called nations or states. Those entities often compete with themsevles, developint their own militaries. This has the advantage of providing the civilisation with experience and knowledge that can be paid only in blood, but the disadvantage is that those separate militaries are not always trained and prepared to work together against an enemy threatening the entire civilisation, like the alien invaders in the age of space colonization. For few races who avoided organised violence in their evolution this will be likely a theoretical or historical study. They should consider themselve lucky - assuming that they price they paid for this technology was not a genocide at the hands of some early learners.
  • Requires: PRE_SPACE_MILITARY_THEORY
  • Allows: UNIFIED_MILITARY_DOCTRINE, INFANTRY, MILITARY_VEHICLES
  • Notes: Experience balanced with inefficiency. Requires further thought. This tech could be just a do-nothing prerequisite; or it could be an optional pick in which some long term inefficiencies would be offset by some early miltech free techs. Or, per the idea in UNIFIED_MILITARY_DOCTRINE, a civ should the inefficiencies / penalties / blocked options till Unified Military is researched.

INFANTRY

  • Name: Infantry
  • Fluff: Majority civilisations develop their early milirary around individuals trained in warfare - i.e. the soldiers.
  • Requires: MANY_MILITARIES_DOCTRINE
  • Allows: PRE_SPACE_INFANTRY_WEAPONS, PRE_SPACE_INFANTRY_SUPPORT_EQUIPMENT, PRE_SPACE_INFANTRY_TACTICS, Ground Unit: Infantry
  • Notes: Ground Unit: Infantry is not a tech, this is my early description of a ground combat unit type. Infantry is the smallest ground unit, for now I see all ground units as constructable as in Space Empires IV - i.e. like tiny ships, they have some size and can be fitted with various equipment. They would be build, transported, and dropped on planets (and perhaps used in boarding ship actions?).

PRE_SPACE_INFANTRY_WEAPONS

  • Name: Pre-space Infantry Weapons
  • Fluff: One of the earliest types of weapons used were melee weapons. Usually metal-based, durable, sharp and pointed, they have short range, rarely excedeening the lenght of several 'individuals' who are wielding it. While technology advances make melee weapons quickly obsolete as the main weapon, those who completly disregard this technology tree may become unpleasanty suprised later. Starting with bows and slings, ranged weapons became an dominant with the development of gunpowder. As the civilisation developed early space travel technology, ranged weapons are the primary weapons of infantry, shooting projectiles or beams.
  • Requires: PRE_SPACE_INFANTRY
  • Allows: EARLY_SPACE_INFANTRY_WEAPONS, PRE_SPACE_VEHICLE_WEAPONS, MODERN_MELEE_WEAPONS Ground Unit Infantry Pre-Space Weapons
  • Notes: hose will likely come in several diffrent techs, as I reach the physics department. From chemistry-based projectile launchers (i.e. our normal guns :D), through lasers to whatever I can think of (sonic weapons...bioweapons...etc.). For now this is a general placeholder so we can see where infantry ranged weapons come in. And I want to have melee weapons. Seriously. Just wait till we get to power swords, light sabers, monomolecural blades and shirukens, and Heinlein like advanced tech nullification zones, then laugh :) Also note that infantry melee weapons will have 0 size, only increase the unit cost and construction (training) time. Seriously now, in military - especially elite, commando units - they do teach you not only shooting, but unarmed and some melee combat as well. Finally, consider Aliens, Tyranids, and other sf bioraces, who are quite fine without many ranged weapons, thank you.

PRE_SPACE_INFANTRY_SUPPORT_EQUIPMENT

  • Name: Pre-space Infantry Support Equipment
  • Fluff: From metal armor, to bulletproof vests, helmets, ammunition cartridges and field hospitals, infantrymen variety of equipment increased with time.
  • Requires: INFANTRY
  • Allows: EARLY_SPACE_INFANTRY_SUPPORT_EQUIPMENT, EARLY COMBAT ARMOR, Ground Unit Infantry Pre-Space Support Equipment
  • Notes: Bonuses to infantry units, and requires for many nifty techs, coming when I write them. Lots of stuff, but I don't want to bog down recreating Hearts of Iron here. Maybe later, when I have more other techs. Anyway, this has lots of potential. Early space will introduce: Jumpacks. Thermoptic Camouflage. Cybernetic Implants. Infantry Body Armor. Exoskeletons...

PRE_SPACE_INFANTRY_TACTICS

  • Name: Pre-Space Infantry Tactics
  • Fluff: How to effectively use infantry on one's homeworld known environment and known opponents. The Art of War, part 1.
  • Requires: INFANTRY
  • Allows: TRENCH_WARFARE_DOCTRINE, , EARLY_SPACE_INFANTRY_TACTICS, MILITIA,
  • Notes: some bonuses for infantry. Militia will be very cheap worse-then infantry unit type.

MILITARY_VEHICLES

  • Name: Military Vehicles
  • Fluff: Many civilisation develop specialized vehicles to support their infantry units. Others use vehicles almost exclusively. First vehicles would be similar to armoured cars, soon developing into heavier tank-like units. Vehicles would be used to wage wars in areas where infantry could not enter: in liquid or atmosphere areas.
  • Requires: MANY_MILITARIES_DOCTRINE, some generic vehicle tech.
  • Allows: PRE_SPACE_VEHICLES_WEAPONS, PRE_SPACE_VEHICLES_SUPPORT_EQUIPMENT, PRE_SPACE_VEHICLES_TACTICS, PANZER_DOCTRINE, NAVAL_DOCTRINE, AIR_POWER_DOCTRINE, MILITARY_SATELLITES, Ground Unit: Armored Car, Ground Unit: Aircraft, Ground Unit: Warship
  • Notes: How detailed should a ground combat be? I am thinking how to divide vehicles and when to introduce specialized doctrines. Also, note that this would be a little different for aquatic, subterrean, winged and otherwise different species. Panzers will give tanks, naval will give submarines, air power will give VTOL/copters.

AIR_POWER_DOCTRINE

SEA_POWER_DOCTRINE

  • Name:
  • Fluff: There is a reason the space fleet is called a "fleet". Without wet navy ships, fleets and doctrines, development of proper space warfare techs and concepts can be much more difficult.
  • Requires: MANY_MILITARIES_DOCTRINE, MILITARY_VEHICLES,
  • Allows: some techs tied to ocean exploitation, some weird future military techs, large space ships techs, space fleet theory?
  • Notes: Bonuses to land units. Much more important than land power for aquatic races. Necessary for efficient combat on ocean worlds.

LAND_POWER_DOCTRINE

PRE_SPACE_DRONES

MILITARY_SATELLITES

EARLY_COMBAT_ARMOR

  • Name: Early Combat Armor
  • Fluff: Early combat armor developed for infantry units is heavy, bulky, has enormous power requirements that limit its usefulness in real combat and is extremely expensive. Still it does increase infantry survivability and firepower, and points the way for more future inventions. We do have such armors (exoskeletons) in testing.
  • Requires: PRE SPACE INFANTRY SUPPORT EQUIPMENT
  • Allows: JUMP PACKS, industry exoskeletons
  • Notes: some optional infantry bonuses, but small and expensive. Better goodies to come in later techs from that tree. May require some construction advances.

PLANETARY_MILITARY_CONSTRUCTION_PROJECTS

  • Fluff:
  • Requires: UNIFIED_MILITARY_DOCTRINE|UNIFIED_MILITARY_DOCTRINE
  • Allows: ANTI-SPACE_BASES
  • Notes: Planetary defense bases etc. Fortifications increasing land defense against invasions.

EARLY_SPACE_MILITARY_THEORY

EARLY_SPACE_INFANTRY_SUPPORT_EQUIPMENT

JUMP_PACKS

  • Name:
  • Fluff: you know, rocket packs?
  • Requires: EARLY COMBAT ARMOR, EARLY SPACE INFANTRY SUPPORT EQUIPMENT
  • Allows: ADVANCED COMBAT ARMOR
  • Fluff: Jump packs greatly enhance the classic infantry units, increasing their mobility, survivability and weapons carrying effectiveness. Variants can be designed to work in vacuum and different planetary environments.
  • Notes: bonuses to infantry or another ground unit type. Should require some construction inventions as well.

INVISIBILITY_CAMO

EARLY_SPACE_ERA_MILITARY_VEHICLES

  • Fluff: Hovertanks, hoverbikes, etc. Faster, special equipment, less armour.
  • Requires: MILITARY_VEHICLES
  • Allows: WALKERS/MECHA
  • Notes: bonuses to combat

ORBITAL_FIGHTERS

  • Fluff: armed shuttle, can intercept projectiles/enemy fighters before they attack planet
  • Requires: AIR_POWER_DOCTRINE
  • Allows: SPACE_FIGHTERS
  • Notes: can intercept enemies in orbit, interact with space combat?

EARLY_SPACE_TACTICS

  • Fluff: Doctrines how to use military forces in space.
  • Requires: MILITARY_SPACESHIP
  • Allows: lots
  • Notes: first serious military gadgets in space

OTHER_PLANET_TACTICS

  • Fluff: doctrines how to use military forces on other planets.
  • Requires: colony or [[User:Piotrus/Tech_Category_Project/Tech_Tree#ANOTHER_PLANET_PROJECT|ANOTHER_PLANET_PROJECT]
  • Allows: PLANETARY_INVASION_DOCTRINE
  • Notes: needed for land invasions of other planets

MILITARY_SPACE_STATIONS

MILITARY_SPACESHIP

SPACE_MINES

  • Fluff:
  • Requires: LAND_MINES
  • Allows: CLOAKED_MINES with CLOAKING
  • Notes: Mines could be a type of unit like in Space Empires IV/V.

SPACE_MISSILES

  • Fluff:
  • Requires:
  • Allows:
  • Notes:

SPACE_PROJECTILES

  • Fluff:
  • Requires:
  • Allows:
  • Notes:

SPACE_BEAMS

  • Fluff:
  • Requires:
  • Allows:
  • Notes:

PLANETARY_BOMBARDMENT_WEAPONS

  • Fluff:
  • Requires: MILITARY_SPACE_STATIONS
  • Allows:
  • Notes: weapons on space stations

INTER_SYSTEM_PROPULSION_THEORY

ROCKETRY

  • Fluff: The he very first step is constructing a rocket capable of reaching outer orbit.
  • Allows: SPACE_CAPSULE, SATELLITE
  • Requires: INTER_SYSTEM_PROPULSION_THEORY
  • Notes: For other civilisations...maybe something else. Atmosphericless planets could go with electromagnetic catapults...but I'll leave it for now. Let's try human progress first :>

SATELLITE

MANNED_SPACEFLIGHT

MOON_PROJECT

ANOTHER_PLANET_PROJECT

GENERAL_PURPOSE_INTER_SYSTEM_ENGINE_PROJECT

FTL_PROPULSION_THEORY

  • Name: FTL Propulsion Theory
  • Fluff: This theory allows for FTL speed in normal space.
  • Allows: FTL_ENGINE_PROJECT
  • Notes: The most important physics breakthrough to allow 4X games. Below project/prototype distincton is taken from HoI. It looks cool and realisitic, but the main thing is that I'd like there to be several ways of space propulsion, and it should be fairly expensive to develop more then one, even after you know theory. FTL allows travel from any system to any other system in normal space, but is fairly slow. In adition, FTL ships may have combat speed bonuses in system, although they should get progressively smaller closer to the sun, as almost all sf universes say that FTL drive is not safe near the star/massive gravitational objects. Startegic choice for player - wheter to pursue FTL, Wormhole or Hyperspace travel - should be quite interesting.
  • Rquires: INTER_SYSTEM_PROPULSION_THEORY

FTL_ENGINE_PROJECT

WORMHOLE_TRAVEL_THEORY

  • Name: Wormhole travel theory
  • Fluff: Near-instant travels through wormholes.
  • Allows: ARTIFICIAL_WORMHOLES_THEORY, STARGATE_THEORY, WORMHOLE_ENGINE_PROJECT
  • Notes: The second way to travel through space. Jumpoints, starlanes, etc. Much faster then FTL travel, but requires finding the wormholes - and not only not all system are interconnected, some systems have no wormholes at all. Advanced tech in this direction will allow creation of artificial wormholes and stargates.
  • Requires: INTER_SYSTEM_PROPULSION_THEORY

WORMHOLE_ENGINE_PROJECT

HYPERSPACE_TRAVEL_THEORY

  • Name: Hyperspace travel theory
  • Fluff: Subspace. Hyperspace. Warpspace. The 'other' reality. Whatver the name, ships can travel through it 'outside' our physic laws, and much faster then here. Advantages are obvious.
  • Allows: HYPERSPACE_ENGINE_PROJECT
  • Notes: the third sf way to travel through space. Speed approxmately as FTL, no combat bonuses, but smaller penalties for engaging near planetary mass.
  • Requires: INTER_SYSTEM_PROPULSION_THEORY

HYPERSPACE_ENGINE_PROJECT

EARLY_SPACESHPS_THEORY

PLANETARY_SPACE_YARD

  • Fluff: Construction of space vehicles, even simple rockets, requires a dedicated complex. First spaceships obviously have to be build on the ground, although this requires them to be able to to survive atmoshperic ascent, and often, reentry.
  • Requires: EARLY_SPACESHPS_THEORY, GOVERNMENT_SPACE_AGENCY
  • Allows: SPACE_STATION, SPACE_CAPSULE, ORBITAL_SPACE_YARD
  • Notes: Develop along lines of reusable and single use spaceships, and landing vs. space-only spaceships.

SPACE_CAPSULE

INTERPLANETARY_UNMANNED_MISSION

LUNAR_LANDING_MODULE

SPACE_SHUTTLE

SPACE_STATION

INTER_PLANETARY_SPACESHIP

  • Fluff: Spaceship designed to reach and return from another planet require new technologies. Space stations ease the construction process of such a large vessel, proving that orbital space yards are avalid concept.
  • Allows: ANOTHER_PLANET_PROJECT, ORBITAL_SPACE_YARD
  • Requires:

INTERPLANETARY_UNMANNED_MISSION, LUNAR_LANDING_MODULE, SPACE_STATION

ORBITAL_SPACE_YARD

REGULAR_SPACESHIPS_THEORY

MASS_PRODUCTION_SPACESHIP

DROPSHIPS

  • Fluff: Mass produced, large shuttles. Basic planet-to-orbit reusable transport.
  • Requires: MASS_PRODUCTION_SPACESHIP
  • Allows: MILITARY_DROPSHIPS, PLANETARY_INVASION_DOCTRINE

COLONY_SHIP

ASTEROID_MINER

SPACE_ELEVATOR

  • Fluff:
  • Requires:
  • Allows: ORBITAL_HABITATS, ADVANCED_ORBITAL_ECONOMICS, ASTEROID_ECONOMICS

GENERATION_SPACESHIP

  • Name: Genearaton spaceship
  • Fluff: Generation spaceship, also known as the space arc, is a sublight-speed vessel designed for intersystem travel.
  • Notes: I am not sure if this will be feasible at all, but if I can see a mod where developing FTL travel takes long enough for players to estabilish some colonies that way. Otherwise, this can be just a cool sounding tech on the way to ftl stuff.

MULTI_SYSTEM_SPACESHIP_PROTOTYPE

EARLY_COLONIZATION_THEORY

COLONY_SHIP_PROJECT

COLONY_BASE_PROJECT

EARLY_COLONIAL_INFRASTRUCTURE


EARLY_GOVERNMENT_THEORIES

GOVERNMENT_SPACE_AGENCY

  • Name: Government Space Agency
  • Fluff: Centralised governments trying to control every aspect of life will are likely to develop a dedicated organisation charged with exploitation of space. Sometimes this may cause a space race between various governments.
  • Requires: EARLY_GOVERNMENT_THEORIES
  • Allows: MANNED_SPACEFLIGHT, PLANETARY_SPACE_YARD, INTERPLANETARY_UNMANNED_MISSION
  • Notes: many governments civilisation will have a space race bonus thingy around here, see also

WORLD_GOVERNMENT

CIVILISATION_SPACE_PROGRAM

SINGLE_WORLD_ECONOMICS

  • Name: Single World Economics
  • Fluff: With a single world government, the full economic potential of civilisation's homeworld can finally be utilised. No longer historic borders, past animostities or illogic trade barriers can impede trade. Gigantic projects of deserts elimination, continet wide communication networks or climate change can be finally afforded. Poor and undeveloped regions will receive help they need, and backward culutures will be
  • Requires: WORLD_GOVERNMENT, MULTI_PLANETARY_ECONOMICS_THEORY

forced to adapt to the better efficiency level. In the short run, globalization is painfull. In the long run, it brings prosperity to new generations, not bound by illogical traditions of their ancenstors.

  • Notes: I will have to work on it. Major increase of HW economic output (or elimination of previous penalties). Short term happiness decrese - people don't like major changes. Perhaps this should became a theory?


UNIFIED_MILITARY_DOCTRINE

  • Name: Unified Military Doctrine
  • Fluff: Some civilisations destroy themselves before even meeting another sentient species, when fighting between their factions degenerates into total war with weapons capable of destroying their planet bioshpere. Yet many others surivive until they reach the state of single government. Some may be lucky enough to never know inner species violence, others may settle their factional differences as the last ditch to save themselves from alien invaders. One way or another, they develop a single, unified military organisation, and only such a powerful organisation, with resources of civilisation homeworld or colonies is capable of succesfully managing a giagantic task of interstellar warfare.
  • Requires: MANY_MILITARIES_DOCTRINE, WORLD_GOVERNMENT,
  • Allows: CIVILISATION_WIDE_LOGISTICS, PLANETARY_MILITARY_CONSTRUCTION_PROJECTS, UNIFIED_INTELLIGENCE_NETWORK,
  • Notes: I will likely add many more techs to the 'allows', the current ones are more like 'idea-placeholders'. World Gov Tech will most likely an another entire theory and application set, and the Unified Military Doctrine will be the last tech in Pre-Contact Military set or may well become the first application - or theory - of next military set. Anyway, without a unified, single military and some form of world goverment, it is obvious that a given civilisation will be quite inefficient at, well, almost anything, as it will be squandering its resources on factional infighting and competition. Perhaps until the World Government and related techs are researched, given civ should have penalties to everything - research, construction, etc.

UNIFIED_INTELLIGENCE_NETWORK

  • Fluff: Without wasting time on inter civilisation infighting, intelligence agencies can be unified and their attention directed to threats from other spacefaring civilisations,\.
  • Requires: UNIFIED_MILITARY_DOCTRINE
  • Notes: Tech effect: like World Economics, only to intelligence point output.

WORLD_LANGUAGE

  • Fluff: Introducing of a single world language will result in major increase of scientific output, when scientists can be sure they are not working on the project duplicated by another language speking team, and that their works will be immediately available to the entire scientific communities. Teaching new generation worldwide a single, chosen language, coupled with advanced in Machine Translation will finally solve that problem.
  • Notes: statistics about how we lose about at least 20% of scientific output because publications in non-English language are never translated into English (or after several decades...) are shocking, IMHO. This wiil be adressed one way or another. Tech effect: like World Economics, only to science output.
  • Requires: WORLD_GOVERNMENT. Some comp advancements.

GENETICS

Genome decoding, and the ensuing revolution.

PRE_SPACE_ECONOMICS_THEORY

  • Name: Pre Space Economics
  • Fluff: Most civilisations develop the science of economics, believing that it is possible to explain this aspect of social behaviour.
  • Allowes: CAPITALISM, COMMUNISM, FEUDALISM,

EARLY_SPACE_ECONOMICS_THEORY

  • Notes: The economic tech tree begins here. Don't expect economic system to be in every theory, they are fairly rare.

CAPITALISM

PRIVATE_SPACEFLIGHT

  • Name: Private Spaceflight
  • Fluff: Government is to often to busy to seriously tackle space exlporation, although they do provide many early technlogies. It is often up to private corporations to take the last step, and open space for everybody - at least, everybody who can afford it. Spaceship One, anyone?
  • Requires: CAPITALISM, SPACE_SHUTTLE
  • Allows: ORBITAL ECONOMICS,

COMMUNISM

  • Name: Communism
  • Fluff: Communism on Wikipedia
  • Allows: POST-SCARCITY_ECONOMICS (with AI and nanotech)
  • Requires: PRE_SPACE_ECONOMICS_THEORY
  • Notes: Gov has almost total control over economy, so rushing is allowed. However communism at early technological stage fairly inefficient. Unhappiness, corruption. With advanced tech and society, this tree should allow some kind of cooperatism based system, better then from capitalism tree. ECONOMIC_SYSTEM

FEUDALISM

  • Name: Feudalism
  • Fluff: Feudalism on Wikipedia
  • Requires: PRE_SPACE_ECONOMICS_THEORY
  • Allows: SPACE_NOBILITY, STAR_EMPIRE
  • Notes: Gov has medium control over economy. Backward system, big unhappiness, corruption, etc. Good only for some future development or perhaps additional points during race creation if chosen as dominant. At some point, a government and economy based on meritocracy - i.e. nobles are not heraditory and have priviliges based on their achievements. Battletech universe and several other sf books. ECONOMIC_SYSTEM

RACE_SPECIFIC

ECONOMIC_SYSTEM I


  • Requires: PRE_SPACE_ECONOMICS_THEORY
  • Notes: can imagine some race specific systems. Telepathic hive communism or sth. Just a place holder for a moment though.

EARLY_SPACE_ECONOMICS_THEORY

ORBITAL_ECONOMICS

EARLY_COLONIAL_ECONOMICS

ASTEROID_ECONOMICS

  • Name: Asteroid Economics
  • Fluff: Asteroid belts, common in many system, are a giant treasury of minerals, just waiting to be put into some practical use.
  • Requires: CIVILISATION_SPACE_PROGRAM, SPACE_ELEVATOR, ORBITAL_ECONOMICS
  • Allows: ASTEROID_MINER, ROCK_SHIP/MOBILE_ASTEROIDS
  • Notes: This will allow asteroid exploitation. Requires: discovery of at least one asteroid belt. Rock ships are space hulls based on mined asteroids. Likely to be moved somewhere further down the tech tree after I get more ideas.


MULTI_PLANETARY_ECONOMICS_THEORY


WARFARE_ECONOMICS_THEORY

  • Name:
  • Fluff: Economics of war.
  • Allows:
  • Notes:


MULTI_SYSTEM_ECONOMICS_THEORY