Technology tree

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A tech tree ( Engl. : Technology tree , abbreviated tech tree ) is a schematisch- hierarchical view for clarity in computer strategy games , all explorable (and already explored) technologies and their interdependencies displays. Each technology is i. d. Usually a time allocation is assigned that indicates how long the respective technology takes for the research (either in real time or in play time). Other resources, such as B. Research points, researchers, gold or silicon are required to carry out the research project.

Depending on the game, the technology trees differ in terms of structure and content.

Structure and content

Logical vs. Time dependence of the technologies

The dependence of the technologies can be based on time. This is usually the case when the game reflects aspects of human history. So in Civilization V you need the electricity technology before you can research penicillin . Although there is no logically compelling reason that one technology can only be researched after the other, this order is known from human history or the background story of the game.

When there is a logical dependency, it is obvious that one technology builds on the other. So z. B. stealth bombers only after the invention of airplanes and chariots are researched only after the invention of the wheel and the art of riding.

People dependent technology trees

The specifics of the player's chosen race, faction, etc. may include the availability of additional technologies, exclusion from research, or different costs or requirements. In some games, each faction has its own tech tree.

Incremental vs. Innovative technology

Technologies can be differentiated between incremental and innovative. First improve already usable game components, improve z. B. the speed of tanks or increase the accuracy of battleship cannons. Innovative technologies make new possibilities available. z. B. an assault rifle replaces a musket or a steel sword a bronze.

As a rule, games have both approaches, but tend to have a much stronger expression of one of the two. In browser games such as B. OGame outweighs the incremental approach. There are only a few different ships and buildings that can be researched relatively quickly, but can be improved almost at will with additional research. In contrast, Civilization V has many different units, buildings, and terrain improvements that can only be improved to a very limited extent through research. A rather balanced mix of many different modules and many upgrade options is offered by e.g. B. Space Empires .

Specializations

Usually, research into one technology does not preclude research into another technology. Exceptions are particularly powerful technologies with special characteristics that should not be combined with other technologies for balancing reasons or that do not fit with other technologies against the background of the lore.

Games rarely provide such rules. Much more often, such technologies are positioned at two different ends of the technology tree and researching both at the same time would not make sense for the player for reasons of time or (opportunity) costs.

publication

Technology trees can usually be called up via an in-game help system and / or are documented in the manual or on an accompanying overview map.

history

The game designer Francis Tresham , who introduced it for the 1980 board game Civilization , is considered to be the inventor of the technology tree .

Scientific consideration

From a scientific point of view, the term technology tree is misleading, as it does not necessarily have to be a tree in the sense of graph theory , but (as in the example shown) can also be a polyhierarchically structured graph .