I was against a new tech tree, but now that we have our sights on a hybrid I'm starting to think we would benefit from a CIV style tech tree.
After the "conversation" with Time Traveler I was inspired...
Usual "Very first draft" disclaimer.
Corner-Corner diagonal links indicate AND, other links are OR.
Some notes on techs:
Military Tech:
Doctrine:Mobility. This tech would unlock the Scout Rover, 2-2. It's an important tech and the blurb should mention the value of vehicles for life support. Applied Physics would unlock the Laser Turret for Rovers.
Doctrine:Loyalty. This tech can be arrived at either by Social Psych or Mobility. Sort of a dead end, but required for most units, think of it as Archery. Wouldn't be expensive, lets you round up some workable military with whatever's handy.
Synthetical Garrison w/ Industrial Base.
Laser Infantry w/ Industrial Lasers.
Would also have the Command Center.
Industrial Lasers: New tech. No direct military applications (by itself) but an important hub tech and maybe enable Mines or Drill to Aquifer.
Particle Accelerators: Replaces Non-linear Mathematics. Would unlock the "Impact Battery" upgrade for infantry (although you'd only have Scout Patrols if beelined) and the Impact Rover in combination with Doctrine:Mobility.
High Energy Chemistry: Possibly enable Plasma Infantry even without Doctrine:Loyalty, if you give men quality armor they'll be happier going into battle and not need motivating to fight with whatever crap could be cobbled together . Should be a fairly expensive tech.
Chiron/Social Techs:
Social Pysch -> Ethical Calculus. This is the "Human" route to Biogenetics, loaded with buildery goodness. (I'd favor having Fundie on Social Pysch)
Centauri Ecology - everyone will probably research this, but it wont be entirely essential... I'm thinking it'd be moderately possible to get away without it for a while, but difficult to grow food.
Centauri Biology. This is basically the old biogenetics and would include Biolab. It could feasibly have Mindworms on it. Mindworms would then be the only military option down at the bottom. Obviously a reasonably expensive tech considering what it enables.
Biogenetics. Now a more advanced tech, but would still have Recycling Tanks (maybe buffed to suit). There are two ways to get to it, the route with lots of "Is this stuff moral"isms or the route of pure biology.
A good place for HGP SP.
Secrets of the Brain heads off to more Chrion techs, namely Cent.Empathy and would be an AND-req to Neural Grafting.
Gene Splicing would be a pivotal tech, as a tech it would enable farm-anywhere and the Research Hospital. Probably more important it would lead to the techs of Bioengineering, Synthetic Fossil Fuels and Ecological Engineering.
Buildering/Discovery stuff:
Industrial Base is an essential and pivotal tech. You can't do much without it (at least not in the way of industry), although you could field Impact Scout Patrols or Mind Worms...
Industrial Economics would be important mainly for Free Market and as a AND-req to Industrial Automation and eventually Environmental Economics.
An ideal home for the Merchant Exchange.
Planetary Networks has only the single re-req of Information Networks, making it cheap to get to and of course it would have Planned and Probe Teams. It would lead eventually to more social/economic stuff but wouldn't be that important as a pre-req.
Virtual World here? Possibly... (another idea, have it on a new next pure-tech tech, combining Plan.Net and Opti.Computers for a "Cybergrid" or something).
Optical Computers becomes an earlier and more pivotal tech, since more computing power is good. It leads to Discover and Conquer type stuff. Much less loaded than Plan.Nets but leads to more stuff.
Industrial Automation can be had with either Planetary Networks or Optical Computers. It will likely have Wealth and some other powerful aspects. Were someone to beeline it they would have no military at all, except probes (with the plan net route)
Having done this stuff so far, I have to say that I really like the idea of having a more beelinable tech tree. Obviously there are some missing things like sea power and some names could be better maybe.
Thoughts?
After the "conversation" with Time Traveler I was inspired...
Usual "Very first draft" disclaimer.
Corner-Corner diagonal links indicate AND, other links are OR.
Some notes on techs:
Military Tech:
Doctrine:Mobility. This tech would unlock the Scout Rover, 2-2. It's an important tech and the blurb should mention the value of vehicles for life support. Applied Physics would unlock the Laser Turret for Rovers.
Doctrine:Loyalty. This tech can be arrived at either by Social Psych or Mobility. Sort of a dead end, but required for most units, think of it as Archery. Wouldn't be expensive, lets you round up some workable military with whatever's handy.
Synthetical Garrison w/ Industrial Base.
Laser Infantry w/ Industrial Lasers.
Would also have the Command Center.
Industrial Lasers: New tech. No direct military applications (by itself) but an important hub tech and maybe enable Mines or Drill to Aquifer.
Particle Accelerators: Replaces Non-linear Mathematics. Would unlock the "Impact Battery" upgrade for infantry (although you'd only have Scout Patrols if beelined) and the Impact Rover in combination with Doctrine:Mobility.
High Energy Chemistry: Possibly enable Plasma Infantry even without Doctrine:Loyalty, if you give men quality armor they'll be happier going into battle and not need motivating to fight with whatever crap could be cobbled together . Should be a fairly expensive tech.
Chiron/Social Techs:
Social Pysch -> Ethical Calculus. This is the "Human" route to Biogenetics, loaded with buildery goodness. (I'd favor having Fundie on Social Pysch)
Centauri Ecology - everyone will probably research this, but it wont be entirely essential... I'm thinking it'd be moderately possible to get away without it for a while, but difficult to grow food.
Centauri Biology. This is basically the old biogenetics and would include Biolab. It could feasibly have Mindworms on it. Mindworms would then be the only military option down at the bottom. Obviously a reasonably expensive tech considering what it enables.
Biogenetics. Now a more advanced tech, but would still have Recycling Tanks (maybe buffed to suit). There are two ways to get to it, the route with lots of "Is this stuff moral"isms or the route of pure biology.
A good place for HGP SP.
Secrets of the Brain heads off to more Chrion techs, namely Cent.Empathy and would be an AND-req to Neural Grafting.
Gene Splicing would be a pivotal tech, as a tech it would enable farm-anywhere and the Research Hospital. Probably more important it would lead to the techs of Bioengineering, Synthetic Fossil Fuels and Ecological Engineering.
Buildering/Discovery stuff:
Industrial Base is an essential and pivotal tech. You can't do much without it (at least not in the way of industry), although you could field Impact Scout Patrols or Mind Worms...
Industrial Economics would be important mainly for Free Market and as a AND-req to Industrial Automation and eventually Environmental Economics.
An ideal home for the Merchant Exchange.
Planetary Networks has only the single re-req of Information Networks, making it cheap to get to and of course it would have Planned and Probe Teams. It would lead eventually to more social/economic stuff but wouldn't be that important as a pre-req.
Virtual World here? Possibly... (another idea, have it on a new next pure-tech tech, combining Plan.Net and Opti.Computers for a "Cybergrid" or something).
Optical Computers becomes an earlier and more pivotal tech, since more computing power is good. It leads to Discover and Conquer type stuff. Much less loaded than Plan.Nets but leads to more stuff.
Industrial Automation can be had with either Planetary Networks or Optical Computers. It will likely have Wealth and some other powerful aspects. Were someone to beeline it they would have no military at all, except probes (with the plan net route)
Having done this stuff so far, I have to say that I really like the idea of having a more beelinable tech tree. Obviously there are some missing things like sea power and some names could be better maybe.
Thoughts?
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