Part
Technology tree
You might say: research, tech tree, tech web
A visible chart of technologies and prerequisites that lets an empire choose a research path and see what each technology leads to.
- What it does
- Sets the long arc of research and makes the next goal legible.
- Ask
- Which path through the tree fits this empire's plan, and what does it delay?
What to look for
- A large chart of linked technologies
- Turns-to-research on the current tech
Parts
- Tech cost: The amount of research a technology needs and the turns it takes at the current research rate.
- Research model: How a game presents research: a visible prerequisite tree, a semi-random hand of options, or a tree with action-triggered boosts.
- Eras: Bands that group technologies into stages of progress, named after history (Ancient, Classical, Industrial) or numbered (Era I, II, III).
- Unlocks: What a technology makes available: units, buildings, improvements, wonders, resources or other benefits.
- Beelining: Researching toward one target technology as quickly as possible, taking only its prerequisites and postponing other options.
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.
Use it on your project
teardown-apply: hold "Technology tree" (tech-tree) from the teardown at https://teardownatlas.com/4x-strategy/ against my project
Paste it into a coding agent that has the teardown skills.
An AI agent wrote this map with the teardown skill. It can contain errors: check the sources before you rely on a part. About and legal