Tech tree

In strategy computer games, of both the turn-based and real-time varieties, a tech tree, short for "technology tree," is an abstract hierarchical visual representation of the possible paths of research a player can take.

Typically, at the beginning of a session of a strategy game, a player may only have a few options for technologies to research. Each technology that a player researches will open up more options, but may or may not, depending on the computer game the player is playing, close off the paths to other options. The tech tree is the representation of all possible paths of research a player can take. A tech tree appears visually similar to a tree, with many branches, because technological research in these games tend not to be linear.

A player who is engaged in research activities is said to be "teching up," "going up the tech tree," or "moving up the tech tree." Experienced players of a game will likely be aware of all possible branches of the tech tree for that game, as knowing what options specific choices of research open up allows the player to make fast and informed decisions on what to build or research, translating into a significant advantage over players with less knowledge of the tech tree for that game. Analysis of a tech tree can lead players to memorize and use specific build orders.

Tech trees are implemented in various ways. Starcraft, for instance, has different tech trees for each race, although each entry typically has a close analogue in another race (the Terran Goliath, Zerg Hydralisk, and Protoss Dragoon are all ground-based, ranged attack units). Age of Empires, on the other hand, has a single tech tree for all civilizations, but certain civilizations cannot access certain elements of it. This is compensated for with advances in other areas; so while the Egyptians cannot access advanced academy or siege units, they have bonuses for farming. This makes race selection much more tactical. Alternatively, Civilization allows all races to access the whole of the same tree, but different civilizations may be given certain technologies immediately.

Recommended Technology Tree

The following Technology Tree is recommended for the game Master of Orion 2, and may be used as a good guide for the future possible technology advances of the human race.

  • (Electronics)
  • (Chemistry)
  • (Nuclear Fission)
  • (Cold Fusion)
  • Biospheres (Astro Biology) - Allows habitation of uninhabitable terrain
  • Cloning Center - More humans with good attributes
  • Soil Enrichment (Advanced Biology) - More productive Agriculture
  • Planetary Supercomputer or Holo Simulator (Positronics) - Rapid information processing, Automate research
  • Pollution Processor (Advanced Chemistry) - Reduce, Reuse, Recycle pollution
  • Robo Mining Plant (Robotics) - Automated harvesting of resources
  • Fusion Drive (Advanced Fusion) - Fusion powers the stars
  • (Military Tactics) - Military strategy
  • Xeno Psychology (Xeno Relations) - Worldwide Diplomacy
  • Microbiotics (Genetic Engineering) - Alter the genetic code
  • Terraforming (Genetic Mutations) - Alter the environment to human habitable conditions
  • Neutron Scanner (Neutrino Physics) - Accurately and rapidly analyse the composition, shape and density of an object
  • Planetary Gravity Generator (Artificial Gravity) - Normalise gravity
  • (Teaching Methods) - Education - don't make the same mistakes we did.
  • Atmospheric Renewer (Molecular Compression) - Reduce the harmful effects of humans on the atmosphere
  • Virtual Reality Network (Galactic Networking) - Creates holograms and virtual models of objects to fool enemies
  • Weather Controller (Macro Genetics) - Control the weather
  • Subspace Communications (Subspace Physics) - Communicate Anywhere
  • Stealth Suit (Electromagnetic Refraction) - Invisibility - Go unseen
  • Titan Construction (Astro Construction) - Allows massive objects to be built
  • Robotic Factory (Advanced Robotics) - Automated Production
  • (Advanced Government) - Keep everyone running cohesively
  • Nano Disassemblers or Microlite Construction (Nano Technology) - Allows problems to be solved at the fundamental atomic level
  • Anti-Matter Drive (Anti-Matter Fission) - Faster Transport
  • Heightened Intelligence (Evolutionary Genetics) - More Intelligence
  • Core Waste Dumps (Tectonic Engineering) - Eliminate pollution
  • Uridium Fuel Cells (Molecular Manipulation)- More Power
  • Pleasure Dome (Moleculartronics) - Entertainment
  • Universal Antidote (Artificial Life) - Eradicate disease
  • Advanced City Planning (Superscalar Construction) - Planned Utopian societies
  • Hyperspace Communications (Hyper-Dimensional Physics) - Communicate Anywhere
  • Thorium Fuel Cells (Molecular Control) - More Power
  • Gaia Transformation or Evolutionary Mutation (Trans Genetics) - Mutate to Transcendence
  • Doom Star Construction (Planetoid Construction) - Attack - Eliminate all threats to survival
  • Planetary Barrier Shield (Temporal Fields) - Defence - Survive forever
  • Star Gate (Temporal Physics) - Teleportation - Allows change and transport to occur instantaneously
  • (Galactic Economics) - More of Everything

External links

  • Age of Wonders II technology trees: [1] (http://aow2.heavengames.com/pics/citystructures/AoW2Structures.gif) [2] (http://aow2.heavengames.com/pics/citystructures/building_tech_tree.jpg)
  • Civilization III tech trees for the ancient times (http://www.civfanatics.com/civ3tech_tree1.shtml), the Middle Ages (http://www.civfanatics.com/civ3tech_tree2.shtml), the Industrial Ages (http://www.civfanatics.com/civ3tech_tree3.shtml), and modern times (http://www.civfanatics.com/civ3tech_tree4.shtml)
  • StarCraft tech trees for Zerg, Protoss, and Terrans: [3] (http://www.sclegacy.com/features/tech_trees.php)
  • WarCraft III tech trees for humans (http://www.battle.net/war3/human/buildings.shtml), orcs (http://www.battle.net/war3/orc/buildings.shtml), night elves (http://www.battle.net/war3/nightelf/buildings.shtml), and undead (http://www.battle.net/war3/undead/buildings.shtml)
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