User:Piotrus/Tech Category Project/Tech Tree

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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 yoy 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 of real natural and social sciences. I am also considering letting some techs be multi-category. The below list is v.01, and treat it accordingly. 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
  • Economics - various economical theories and systems
  • Social Science - government, political systems, sociology, culture, arts and humanities (I know they are not science but let's keep the idea here for the moment), communication, linguistics, philosophy, anthropology, psychology,
  • Military Science - for all things military. Most other techs will allow research of things in military, but will not have direct military applications. And military science is cool enough to deserve its own category :>
Natural sciences
  • Physics - broad category physics, chemistry, astronomy, mathematics (I know mathematics is *not* physics but for now lets put it here, ok?)
  • Biology - genetics, all things bio (biochemistry goes here for the moment as well)
  • Planetary Sciences - Earth sciences, geology, terraforming, urban planning,

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

Theories represent the 'big leaps in science and public conciousness'. 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 civilisation will stuble upon something. Another way to get theories is to make contact with another civilisation - 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 prerequisie application. Theories in themselves don't do anything, they just allow you to start researching a bunch of applications.

Applications are like normal techs. You can chose to reserch them or not. They may require prerequisity theories or applications and allow you to research other applications.

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 completly 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.

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:
  • Allowes:
  • 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:
  • Allowes:
  • 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>

The Tech Tree Proper

PRE_SPACE_MILITARY_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.
  • Allowes: 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.

<Tech>

                <name>PRE_SPACE_MILITARY_THEORY</name>
                <description>PRE_SPACE_MILITARY__THEORY_DESC</description>
                <type>TT_THEORY</type>
                <category>MILITARY_CATEGORY</category>
                <research_cost>RESEARCH_COST</research_cost>
                <research_turns>RESEARCH_TURNS</research_turns>
                <prerequisites>
                </prerequisites>
                <unlocked_items>    
                </unlocked_items>
                <EffectsGroup>
                </EffectsGroup>

</Tech>

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.
  • Allowes: UNIFIED_MILITARY_DOCTRINE, INFANTRY, MILITARY_VEHICLES
  • Notes:

<Tech>

                <name>MANY_MILITARIES_DOCTRINE</name>
                <description>MANY_MILITARIES_DOCTRINE_DESC</description>
                <type>TT_APPLICATION</type>
                <category>MILITARY_CATEGORY</category>
                <research_cost>RESEARCH_COST</research_cost>
                <research_turns>RESEARCH_TURNS</research_turns>
                <prerequisites>
                PRE_SPACE_MILITARY_THEORY
                </prerequisites>
                <unlocked_items>   
                </unlocked_items>
                <EffectsGroup>
                </EffectsGroup>

</Tech>

INFANTRY

  • Name: Infantry
  • Fluff: Majority civilisations develop their early milirary around individuals trained in warfare - i.e. the soldiers.
  • Allowes: 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?).

<Tech>

                <name>INFANTRY</name>
                <description>INFANTRY_DESC</description>
                <type>TT_APPLICATION</type>
                <category>MILITARY_CATEGORY</category>
                <research_cost>RESEARCH_COST</research_cost>
                <research_turns>RESEARCH_TURNS</research_turns>
                <prerequisites>
                MANY_MILITARIES_DOCTRINE
                </prerequisites>
                <unlocked_items>   
                GROUND_UNIT_INFANTRY
                </unlocked_items>
                <EffectsGroup>
                </EffectsGroup>

</Tech>

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.
  • Allowes: 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.

<Tech>

                <name>PRE_SPACE_INFANTRY_WEAPONS</name>
                <description>PRE_SPACE_INFANTRY_WEAPONS_DESC</description>
                <type>TT_APPLICATION</type>
                <category>MILITARY_CATEGORY</category>
                <research_cost>RESEARCH_COST</research_cost>
                <research_turns>RESEARCH_TURNS</research_turns>
                <prerequisites>
                PRE_SPACE_INFANTRY
                </prerequisites>
                <unlocked_items>   
                GROUND_UNIT_INFANTRY_PRE_SPACE_WEAPONS
                </unlocked_items>
                <EffectsGroup>
                </EffectsGroup>

</Tech>

PRE_SPACE_INFANTRY_SUPPORT_EQUIPMENT

  • Name: Pre-space Infantry Support Equipment
  • Fluff: From metal armor, to bulletproof vests, helmets, ammunition cartiges and jumppacks, infantrymen variety of equipment increased with time.
  • Allowes: EARLY_SPACE_INFANTRY_SUPPORT_EQUIPMENT, Ground Unit Infantry Pre-Space Support Equipment
  • Notes: Cool nifty things, coming when I invent 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, I think. Early space will introduce: Jumpacks. Thermoptic Camouflage. Cybernetic Implants. Infantry Body Armor. Exoskeletons...

<Tech>

                <name>PRE_SPACE_INFANTRY_SUPPORT_EQUIPMENT</name>
                <description>INFANTRY_SUPPORT_EQUIPMENT_DESC</description>
                <type>TT_APPLICATION</type>
                <category>MILITARY_CATEGORY</category>
                <research_cost>RESEARCH_COST</research_cost>
                <research_turns>RESEARCH_TURNS</research_turns>
                <prerequisites>
                INFANTRY
                </prerequisites>
                <unlocked_items>   
                GROUND_UNIT_INFANTRY_PRE_SPACE_SUPPORT_EQUIPMENT
                </unlocked_items>
                <EffectsGroup>
                </EffectsGroup>

</Tech>

PRE_SPACE_INFANTRY_TACTICS

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

<Tech>

                <name>PRE_SPACE_INFANTRY_TACTICS</name>
                <description>PRE_SPACE_INFANTRY_TACTICS_DESC</description>
                <type>TT_APPLICATION</type>
                <category>MILITARY_CATEGORY</category>
                <research_cost>RESEARCH_COST</research_cost>
                <research_turns>RESEARCH_TURNS</research_turns>
                <prerequisites>
                INFANTRY
                </prerequisites>
                <unlocked_items>   
                </unlocked_items>
                <EffectsGroup>
                </EffectsGroup>

</Tech>

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.
  • Allowes: 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: I am thinking how to divide vehicles and when to introduce specialized doctrines. Also, note that this would be a little diffrent for aquatic, subterrean, winged and otherwise diffrent species. Panzers will give tanks, naval will give submarines, air power will give VTOL/copters. Other things to do place somewhere will be hovertanks, walkers, mecha, orbital fighters. Ground bases and many cool doctrines too come soon.

<Tech>

                <name>MILITARY_VEHICLES</name>
                <description>MILITARY_VEHICLES_DESC</description>
                <type>TT_APPLICATION</type>
                <category>MILITARY_CATEGORY</category>
                <research_cost>RESEARCH_COST</research_cost>
                <research_turns>RESEARCH_TURNS</research_turns>
                <prerequisites>
                MANY_MILITARIES_DOCTRINE
                </prerequisites>
                <unlocked_items>   
                GROUND_UNIT_ARMORED_CAR
                GROUND_UNIT_AIRCRAFT
                GROUND_UNIT_WARSHIP
                </unlocked_items>
                <EffectsGroup>
                </EffectsGroup>

</Tech>

EARLY_SPACE_MILTARY_THEORY

The first futuristic military techs.

JUMP_PACKS

for use in atmosphere or space? equire: advanced controls (comps), fuel/systems (chemistry/constr)

INVISIBILITY_CAMO

with drawbacks, require advanced comps (processing powers), materials

HOVERCRAFT

Hovertanks, hoverbikes, etc. Faster, special equipment, less armour.

ORBITAL_FIGHTERS

Think: armed shuttle, can intercept projectiles/enemy fighters before they attack planet Requires: AIR_POWER_DOCTRINE

EARLY_SPACE_TACTICS

Doctrines how to use miltary forces in space. Requires: MILITARY_SPACESHIP

OTHER_PLANET_TACTICS

Doctrines how to use miltary forces on other planets. Requiredes: colony or ANOTHER_PLANET_PROJECT

SPACE_MINES

SPACE_MISSILES

SPACE_PROJECTILES

SPACE_BEAMS

PLANETARY_MILITARY_CONSTRUCTION_PROJECTS

Planetary defence bases etc.

INTER_SYSTEM_PROPULSION_THEORY

ROCKETRY

  • Fluff: The he very first step is constructing a rocket capable of reaching outer orbit.
  • 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 :>
  • Allows: SPACE_CAPSULE, SATELLITE
  • Requires: INTER_SYSTEM_PROPULSION_THEORY

SATELLITE

MANNED_SPACEFLIGHT

  • Fluff: Something important.
  • Notes: If no moon, ANOTHER_PLANET_PROJECT should be available to research - I think skipping 2 techs is compensated by lack of moon to exploit.
  • Allows: MOON_PROJECT
  • Requires: GOVERNMENT_SPACE_AGENCY, SPACE_CAPSULE

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

FTL_ENGINE_PROTOTYPE

FTL_ENGINE

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.
  • Rquires: 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.
  • Rquires: INTER_SYSTEM_PROPULSION_THEORY

HYPERSPACE_ENGINE_PROJECT

EARLY_SPACESHPS_THEORY

First spaceships. Some intersystem ideas for start as well.

PLANETARY_SPACE_YARD

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

COLONY_SHIP

ASTEROID_MINER

MILITARY_SPACESHIP

MILITARY_SPACE_STATION

SPACE_ELEVATOR

allows: ORBITAL_HABITATS, ADVANCED_ORBITAL_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


WORLD_GOVERNMENT

CIVILISATION_SPACE_PROGRAM

                <prerequisites>

GOVERNMENT_SPACE_AGENCY,

                </prerequisites>

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 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?
                <prerequisites>

WORLD_GOVERNMENT, SPACE_ELEVATOR, MULTI_PLANETARY_ECONOMICS_THEORY

                </prerequisites>

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.
  • Allowes: 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.

<Tech>

                <name>UNIFIED_MILITARY_DOCTRINE</name>
                <description>UNIFIED_MILITARY_DOCTRINE_DESC</description>
                <type>TT_APPLICATION</type>
                <category>SOCIOLOGY_CATEGORY</category>
                <research_cost>RESEARCH_COST</research_cost>
                <research_turns>RESEARCH_TURNS</research_turns>
                <prerequisites>
                MANY_MILITARIES_DOCTRINE
                WORLD_GOVERNMENT,  
                </prerequisites>
                <unlocked_items>   
                </unlocked_items>
                <EffectsGroup>
                </EffectsGroup>

</Tech>

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,\.
  • Required: 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.
  • Required: 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.

<Tech>

                <name>PRE_SPACE_ECONOMICS</name>
                <description>PRE_SPACE_ECONOMICS_DESC</description>
                <type>TT_THEORY</type>
                <category>ECONOMICS_CATEGORY</category>
                <research_cost>RESEARCH_COST</research_cost>
                <research_turns>RESEARCH_TURNS</research_turns>
                <prerequisites>
                </prerequisites>
                <unlocked_items>    
                </unlocked_items>
                <EffectsGroup>
                </EffectsGroup>

</Tech>

CAPITALISM

                <prerequisites>

PRE_SPACE_ECONOMICS_THEORY

                </prerequisites>

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?
  • Allows: ORBITAL ECONOMICS,
                <prerequisites>

CAPITALISM, SPACE_SHUTTLE

                </prerequisites>

COMMUNISM

  • Name: Communism
  • Fluff: Communism on Wikipedia
  • Allows: GOVERNMENT_SPACE_AGENCY, COOPERATIVISM, TECHNOCOMMUNISM (with AI and nanotech, I can see it work)
  • 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
                <prerequisites>

PRE_SPACE_ECONOMICS_THEORY

                </prerequisites>

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.
  • Allows: CIVILISATION_SPACE_PROGRAM, MOON_PROJECT, PLANETARY_SPACE_YARD, INTERPLANETARY_UNMANNED_MISSION
  • Notes: many governments civilisation will have a space race bonus thingy around here, see also
<prerequisites>

COMMUNISM

                </prerequisites>

FEUDALISM

  • Name: Feudalism
  • Fluff: Feudalism on Wikipedia
  • 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
                <prerequisites>

PRE_SPACE_ECONOMICS_THEORY

                </prerequisites>

RACE_SPECIFIC

ECONOMIC_SYSTEM I can imagine some race specific systems. Telepathic hive communism or sth. Just a place holder for a moment though.

                <prerequisites>

PRE_SPACE_ECONOMICS_THEORY

                </prerequisites>

EARLY_SPACE_ECONOMICS_THEORY

                <prerequisites>

PRE_SPACE_ECONOMICS_THEORY, WORLD_GOVERMENT

                </prerequisites>

ORBITAL_ECONOMICS

                <prerequisites>

EARLY_SPACE_ECONOMICS_THEORY, CIVILISATION_SPACE_PROGRAM SPACE_STATION PRIVATE_SPACEFLIGHT

                </prerequisites>

EARLY_COLONIAL_ECONOMICS

  • Name: Early Colonial Economics
  • Fluff: Based on studies of the first colony, a special economic system variants designed to deal with colony life are developed.
  • Allows: MULTI_PLANETARY_ECONOMICS_THEORY,
  • Notes: Requires at least one colony.
                <prerequisites>

ORBITAL_ECONOMICS, COLONY_SHIP, EARLY_COLONIAL_INFRASTRUCTURE

                </prerequisites>

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.
  • Allows: ASTEROID_MINER, ROCK_SHIP
  • 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.
                <prerequisites>

CIVILISATION_SPACE_PROGRAM, ORBITAL_ECONOMICS

                </prerequisites>

MULTI_PLANETARY_ECONOMICS_THEORY

  • Name:
  • Fluff: New economic dillemas, dealing with economic problems of many planets.
  • Allows:
  • Notes: Req: at least one colony
                <prerequisites>

EARLY_SPACE_ECONOMICS_THEORY, EARLY_COLONIAL_ECONOMICS

                </prerequisites>


MULTI_SYSTEM_ECONOMICS_THEORY

  • Name:
  • Fluff: From many planets to many systems.
  • Allows:
  • Notes: Requires: FTL drive, colony in another system.
                <prerequisites>                 MULTI_PLANETARY_ECONOMICS_THEORY
                </prerequisites>