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Technology tree

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133: 343: 409: 36: 230:(TBS) games employ this type of tech tree. In these games, players typically have a 'command center', 'unit-training-facility' and 'research facility' at their disposal from the start, allowing them to both start research into more advanced technologies, or engaging in combat with enemies using the basic units ( 268:
In some games, the requirement of an actual research facility is absent. In this case players can allocate research points, or in-game resources to purchase new technologies. In some games the allocation yields direct results, meaning that procuring the new technology isn't paired with allotted time
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and is often used to describe the technological strength of a player. Typically, at the beginning of a session of a strategy game, a player will start at tier 1, which offers only a few options for research. Each technology that a player researches will normally open up one or more new options, but
367:) every technology above the starting level has more than one prerequisite and one has to research most of the lower-level technologies in order to research any of the top-level technologies. And there are many possibilities between these two variants, for example in 553:
series more advanced research reduces the size and cost of spaceship components, and "hyper-advanced" research in areas which have military applications therefore enables players to build more high-tech weapons into a given ship size and at lower production cost.
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In most RTS games the technology tree consists of buildings which must be built in a specific sequence, which in turn unlocks new technologies. These newly unlocked technologies can be more advanced units, upgrades for research or more advanced buildings.
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it raises the health and the happiness in the empire. Note that to reach the last technology in Civilization V, all spaceship technologies required to win must also have been discovered, so the game will likely be nearing its conclusion.
361:) there are several completely separate research areas and one could research all the way up to the highest level in one area without researching other areas (although this would often be far from ideal). In more complex cases (e.g. 563:, the final four technologies result in such an advantage that the game will likely end quickly. Also, the "knowledge" resource needed to research is also used late in the game to produce cruise missiles and nuclear weapons. 208:
A player who is engaged in research activities is said to be "teching up", "going up the tech tree", or "moving up the tech tree". Analysis of a tech tree can lead players to memorize and use specific build orders.
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may also, depending on the computer game, close off the paths to other options. The tech tree is the representation of all possible paths of research a player can take, up to the culmination of said sequence.
457:(original version) is a complex special case in this respect: the full tree is the same for all; but in each game each player gets a subset of the full tech tree that depends on which race was selected. 763:
series have a larger number of research options and a significant proportion of civilian research options, the research options all depend on having the right buildings. See the relevant games' manuals.
471:). But in most TBS and some RTS games the research and production costs of top-end military techs are so high that you have to build up your economy and your research productivity first (RTS – 621:
had a tech tree with a system of research levels/epochs that allowed the deployment of better units and defences and is considered to be the first game to combine a technology tree into a
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In many games there's nothing useful to do and the player may scrap research centers to save maintenance costs and/or devote the resources to something else (
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series the last technology (called "future tech") represents an amalgamation of all possible future discoveries and can be researched repeatedly. In
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In most types of strategy games, the player needs particular buildings in order to research specific technologies or build specific advanced units (
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The Classic tech tree is the one where extensive research into new technologies must be conducted parallel to the progression of a game. Some
1008: 902: 200:-shaped in the sense that it branches between each 'level', allowing the player to choose one sequence or another. Each level is called a 595:, technology trees have been used in various digital games. Likewise, the first creation of a technology tree as a mechanism refers to 773: 884: 718:(1996) one can do research without buildings, but it's much faster when supported by the right buildings (see game manuals). In the 119: 190:
progress of a given faction). Because these trees are technically directed and acyclic, they can more accurately be described as a
876: 53: 636: 578: 100: 573: 57: 72: 316:). In many TBS games the prerequisite is one or more lower-level technologies, with no dependency on specific buildings ( 706:
have no research buildings; players simply allocate some of each colony's output to research (see game manuals). In the
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researching to a specified level in one field may enable the player both to research to a higher level in that field
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visual representation of the possible sequences of upgrades a player can unlock (most typically representing the
86: 132: 68: 46: 696: 536: 192: 730:(1995) research can only be done via buildings, but these can research any technology (see game manuals). 708: 514: 485: 447: 662: 1003: 604: 286: 982: 612: 588: 227: 197: 977: 967: 937: 925: 859: 714: 702: 623: 306: 223: 342: 880: 396: 148: 93: 861:
Technology Trees and Tools: Constructing Development Graphs for Digital Games - dissertation
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have a much larger technology tree than most other strategy games; as an extreme example,
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one can reach the highest level of one branch of the technology tree in five steps;
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Some RTSs make different techs available to different races or cultures (especially
759: 479: 312: 310:), while in other games upgrades/technologies are unlocked through research alone ( 232: 143:
s technology tree, showing complex dependencies between technologies. For example,
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technology tree requires nearly 60 steps to reach the end (see game manuals).
433:; but many RTSs have special units or buildings for different cultures, e.g. 747: 467: 429: 414: 355:
The structures of tech trees vary quite widely. In the simplest cases (e.g.
300: 280: 183: 152: 144: 774:"Joystiq interview: Ironclad talks 4X strategy with Sins of a Solar Empire" 740: 17: 483:, where one of the most significant costs is going up an epoch; TBS – the 187: 829:"Technology Trees: Freedom and Determinism in Historical Strategy Games" 872: 868: 348: 156: 138: 608:
used a power-up system functionally identical to a tech tree in 1985.
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In many RTS games tech advances are almost exclusively military (e.g.
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to start research in a new field which was previously not available.
445:). Most TBSs make all technologies available to all cultures (e.g. 407: 341: 131: 540:
series the final technology solves the nature of existence, and
898: 29: 581:(1980) is given the credit of introducing a technology tree. 381: 60:. Unsourced material may be challenged and removed. 269:for the research of said technology to complete. 676: 674: 615:games in the early 1990s. The 1991 video game 910: 8: 751:manual. Although multi-epoch games like the 587:(1991) is considered as an iconic computer 461:Balance between civilian and military techs 917: 903: 895: 524:, it increases a player's score, while in 814: 499:What happens after researching everything 120:Learn how and when to remove this message 661:Rollings, Andrew; Ernest Adams (2006). 653: 27:Diagram used in strategy computer games 294:Prerequisites for technology advances 7: 147:can be reached by first researching 58:adding citations to reliable sources 439:expansion pack and later versions, 346:86 technologies on a tech tree in 25: 611:Tech trees started showing up in 877:Tampere University of Technology 680:See the relevant games' manuals. 196:of technologies. The diagram is 34: 637:Timeline of historic inventions 45:needs additional citations for 1: 724:series (1993 onwards) and in 512:In later installments of the 858:Heinimäki, Teemu J. (2015). 404:Availability of technologies 226:(RTS) games as well as most 1009:Application-specific graphs 664:Fundamentals of Game Design 591:game for using them. Since 400:has over 200 technologies. 1025: 712:series (1991 onwards) and 933: 571:Typically the board game 602:The arcade shoot 'em up 584:Sid Meier’s Civilization 418:, a reimplementation of 741:"RTS Basics: R & D" 697:Galactic Civilizations 537:Galactic Civilizations 424: 352: 193:directed acyclic graph 163: 412:Research screen from 411: 345: 287:Command & Conquer 135: 155:, or by researching 54:improve this article 613:turn-based strategy 589:turn-based strategy 228:turn-based strategy 938:Actions per minute 926:Real-time strategy 867:. Vol. 1349. 776:. February 1, 2008 715:Master of Orion II 703:Sword of the Stars 624:Real-time strategy 425: 353: 307:Total Annihilation 224:real-time strategy 164: 991: 990: 397:Space Empires III 149:ceremonial burial 130: 129: 122: 104: 69:"Technology tree" 16:(Redirected from 1016: 919: 912: 905: 896: 890: 866: 844: 843: 841: 839: 824: 818: 812: 806: 791: 785: 784: 782: 781: 770: 764: 744: 737: 731: 687: 681: 678: 669: 668: 667:. 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