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

Sources

  1. 2K Games, Sid Meier's Civilization IV Manual, The Tech TreeMany 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.
  2. Stellaris Wiki (Paradox), Technology, The card systemThe 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.
  3. 2K Games, Sid Meier's Civilization VI Manual, Tribal VillagesThe 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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