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Technology tree

Technology tree is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Technology tree rather than just read about it. In short: In strategy games, a technology, tech, or research tree is a hierarchical visual representation of the possible sequences of upgrades a player can unlock (most typically representing the research progress of a given faction). Because these trees are technically directed and acyclic, they can more accurately be described as a directed acyclic graph of technologies.

Technology tree — main illustration
Technology tree — illustration

Key takeaways

  • Technology tree belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Technology tree to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Technology tree from memory before moving on to harder problems.

Reference excerpt

In strategy games, a technology, tech, or research tree is a hierarchical visual representation of the possible sequences of upgrades a player can unlock (most typically representing the research progress of a given faction). Because these trees are technically directed and acyclic, they can more accurately be described as a directed acyclic graph of technologies. The diagram is tree-shaped in the sense that it branches between each 'level', allowing the player to choose one sequence or another. Each level is called a tier and is often used to describe the technological strength of a player. Typically, at the beginning of a session of a strategy game, a player will start at tier 1, which offers only a few options for research. Each technology that a player researches will normally open up one or more new options, but may also, depending on the computer game, close off the paths to other options. The tech tree is the representation of all possible paths of research a player can take, up to the culmination of said sequence. 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". Analysis of a tech tree can lead players to memorize and use specific build orders.

Types

Classic research The Classic tech tree is the one where extensive research into new technologies must be conducted parallel to the progression of a game. Some real-time strategy (RTS) games as well as most turn-based strategy (TBS) games employ this type of tech tree. In these games, players typically have a 'command center', 'unit-training-facility' and 'research facility' at their disposal from the start, allowing them to both start research into more advanced technologies, or engaging in combat with enemies using the basic units (Warzone 2100, Mega Lo Mania, Master of Orion series, Civilization series, Space Empires series).

Allocation In some games, the requirement of an actual research facility is absent. In this case players can allocate research points, or in-game resources to purchase new technologies. In some games the allocation yields direct results, meaning that procuring the new technology isn't paired with allotted time for the research of said technology to complete.

Building-based In most RTS games the technology tree consists of buildings which must be built in a specific sequence, which in turn unlocks new technologies. These newly unlocked technologies can be more advanced units, upgrades for research or more advanced buildings. (StarCraft, Command & Conquer series.)

Prerequisites for technology advances In most types of strategy games, the player needs particular buildings in order to research specific technologies or build specific advanced units (StarCraft, Total Annihilation), while in other games upgrades/technologies are unlocked through research alone (Warzone 2100). In many TBS games the prerequisite is one or more lower-level technologies, with no dependency on specific buildings (Master of Orion series, Civilization series, Space Empires series).

Complexity

The structures of tech trees vary quite widely. In the simplest cases (e.g. Master of Orion) there are several completely separate research areas and one could research all the way up to the highest level in one area without researching other areas (although this would often be far from ideal). In more complex cases (e.g. Civilization) every technology above the starting level has more than one prerequisite and one has to research most of the lower-level technologies in order to research any of the top-level technologies. And there are many possibilities between these two variants, for example in Space Empires researching to a specified level in one field may enable the player both to research to a higher level in that field and to start research in a new field which was previously not available. Major 4X games like Civilization and Master of Orion have a much larger technology tree than most other strategy games; as an extreme example, Space Empires III has over 200 technologies.

Availability of technologies

Some RTSs make different techs available to different races or cultures (especially StarCraft; but many RTSs have special units or buildings for different cultures, e.g. Age of Empires expansion pack and later versions, Red Alert 2). Most TBSs make all technologies available to all cultures (e.g. Civilization). Master of Orion (original version) is a complex special case in this respect: the full tree is the same for all; but in each game each player gets a subset of the full tech tree that depends on which race was selected.

Balance between civilian and military techs In many RTS games tech advances are almost exclusively military (e.g. StarCraft). But in most TBS and some RTS games the research and production costs of top-end military techs are so high that you have to build up your economy and your research productivity first (RTS – Age of Empires and Empire Earth, where one of the most significant costs is going up an epoch; TBS – the Civilization series and Master of Orion series).

What happens after researching everything In many games there's nothing useful to do and the player may scrap research centers to save maintenance costs and/or devote the resources to something else (Space Empires series). In later installments of the Civilization series the last technology (called "future tech") represents an amalgamation of all possible future discoveries and can be researched repeatedly. In Civilization V, it increases a player's score, while in Civilization IV it raises the health and the happiness in the empire. Note that to reach the last technology in Civilization V, all spaceship technologies required to win must also have been discovered, so the game will likely be nearing its conclusion. In the Galactic Civilizations series the final technology solves the nature of existence, and is victory. In the Master of Orion series more advanced research reduces the size and cost of spaceship components, and "hyper-advanced" research in areas which have military applications therefore enables players to build more high-tech weapons into a given ship size and at lower production cost. In Rise of Nations, the final four technologies result in such an advantage that the game will likely end quickly. Also, the "knowledge" resource needed to research is also used late in the game to produce cruise missiles and nuclear weapons.

… excerpt ends here. Continue reading the full article.

Illustrations

Technology tree: Part of Freeciv's technology tree, showing complex dependencies between technologies. For example, astronomy can be reached by first researching ceremonial burial and then mysticism, or by researching masonry followed by mathematics
Part of Freeciv's technology tree, showing complex dependencies between technologies. For example, astronomy can be reached by first researching ceremonial burial and then mysticism, or by researching masonry followed by mathematics
Technology tree: 86 technologies on a tech tree in Freeciv
86 technologies on a tech tree in Freeciv
Technology tree: Research screen from FreeOrion, a reimplementation of Master of Orion
Research screen from FreeOrion, a reimplementation of Master of Orion

Worked examples

Example 1 — a first encounter with Technology tree

Start with the simplest possible case. Write down what Technology tree claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Technology tree before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Technology tree ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Technology tree

In research
Technology tree appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Technology tree in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Technology tree is common in secondary-school and first-year university syllabi. It links to neighbouring topics Application-specific graphs, Game design, so understanding it makes those chapters shorter.
In everyday life
Look for Technology tree outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Technology tree in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Technology tree means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Technology tree out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Technology tree in simple terms?

In strategy games, a technology, tech, or research tree is a hierarchical visual representation of the possible sequences of upgrades a player can unlock (most typically representing the research progress of a given faction). Because these trees are technically directed and acyclic, they can more a…

Why does Technology tree matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Technology tree?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Technology tree.

Tags

  • Application-specific graphs
  • Game design

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