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Community Technology Tree

Page history last edited by 1nfinite zer0 11 years, 5 months ago

The progress of the community can be based upon a few model systems.

  • Major Branches
    • Societal
      • Decision system
        • Communal/Consensus
        • Ruler
        • Democracy
    • Agriculture
    • Primary industry
      • Agriculture
      • Craft/Trade specialization
      • Service
    • Trade
    • Technology
      • magic
      • research
      • communications

 

Industrial agriculture vs. hand-driven.

 

Industrial systems should be inherently harder to balance and accentuate the problems of the system. Small-scale or sustainable agriculture choices have limitations which typically revolve around labour constraints, industrial systems have disadvantages due to fuel availability, maintenance of machines and controlling pollution, negative biotic effects from mono-cropping. Essentially, industrial choices can have a higher productivity, at the cost of additional disadvantages of the system


tech tree technologies for strategy game already researched. it is deployment that's happening. things are in prototype and research stage for many years, often generations, before deployed. eg combustion engine. deployment is a council decision, so research time represents lobbying and decision time, as well as simulation of outcomes and addressing policy concerns associated with it. at the end of the research the proposal is given back to the player with the estimated outcome: points of advantages and disadvantages. with the option to accept as advanced technology; move into deployment - spend the resources to put it into play. multiple technologies can be researched at the same time, each has it's cost of political working hours available. if two technologies in the same branch are researched, but they are in essence opposing to each other, 'research' time is markedly reduced. this is to simulate the cooperative nature of the policy exploration that happens when alternative solutions to the same issue are being discussed. eg. a more polluting but productive option, versus a more sustainable but slower option.

 

ratios of advatange to disadvantages:

for standard resources: 2/1 source, 3/2 symptom

for productive/abundant resources: 3/1 source, 6/3 symptom

leveling increases these. modifiers can apply, but fall into these basic categories.

rate of renewal is dependent upon resource.

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