Concept
Research model
You might say: how techs are offered
How a game presents research: a visible prerequisite tree, a semi-random hand of options, or a tree with action-triggered boosts.
- What it does
- Sets how much planning and adaptation research demands.
- Ask
- Can the player plan research many turns ahead, and should they?
Catalogue: Model
- Fixed tree: All technologies and their prerequisites are visible in a tree, so the player can choose a path.
- Random draw: Each time research starts, the game offers a semi-random hand of available technologies.
- Boosts: A fixed tree in which an action gives part of the needed research for a technology.
Sources
- 2K Games, Sid Meier's Civilization IV Manual, The Tech Tree
Many techs have “prerequisite technologies” that you must know before you can learn the new technology … The extremely useful Technology Tree displays all of the technologies in the game and how they are interrelated.
- Stellaris Wiki (Paradox), Technology, The card system
The user interaction aspect utilizes a card shuffle approach rather than a traditional tech tree presentation, thereby introducing an element of semi-randomness into the system.
- 2K Games, Sid Meier's Civilization VI Manual, Tribal Villages
The village provides your civilization with a free technology (for example, Bronze Working or Masonry), a technology boost (50% of the needed research towards a technology), or even multiple technology boosts.
Use it on your project
teardown-apply: hold "Research model" (research-model) from the teardown at https://teardownatlas.com/4x-strategy/ against my project
Paste it into a coding agent that has the teardown skills.
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