Card · ST-14
Technology / Research System
V – Developmental Order
Technology / Research System
Ludic Organisational Structure · V – Developmental Order production · Tipping potential: high
Technology/Research ties development to prerequisites: advanced technologies presuppose basic ones. The system rewards long-term planning and creates asymmetric play experiences through different research directions.
Design question – How do agents in your game acquire new abilities through targeted investment in knowledge?
Reference example – Civilization: no Iron Working without Bronze Working – the tech tree demands planning. Through the Ages: new ages bring better technologies, which are first researched and then built. StarCraft: only certain buildings unlock stronger units and upgrades.
Ordering domain
Orders the acquisition of abilities through prerequisite-bound development.
Emergent behaviour
technological paradigm shifts, specialization divergence and the tech race for key technologies.
Core Mechanisms
- Progression (MEC-15) – Unlock thresholds → new abilities.
- Selection (MEC-07) – Choose the research direction.
- Construction (MEC-05) – Build up the tech tree.
Dynamic Mechanisms
- Investment (MEC-21) – Invest resources in research.
- Conversion (MEC-03) – Research input → technology output.
- Production (MEC-01) – new technologies enable new production.
- Revelation (MEC-18) – unknown technologies become visible.
Feedback architecture
- positive – Research efficiency: research → technology → efficiency → more research resources. (Investment)
- negative – Opportunity cost: research costs resources that are then missing for production/combat. (Conversion)
Design parameters
- Tree structure – linear (one track) ↔ free (network)
- Exclusivity – all paths researchable ↔ only one (permanent decision)
- Research cost – constant ↔ escalating
- Visibility – whole tree known ↔ hidden
- Interactivity – isolated ↔ technology transfer
Risk profile
- Runaway leader – high
- Kingmaking – medium
- Stagnation – high
- Complexity ceiling – medium
Compatible with
- Production Chain (ST-03) – Compatible: technology improves production.
- Market (ST-01) – Compatible: technological goods are traded.
- Faction System (ST-07) – Compatible: faction-specific tech trees.
Tension with
- Survival System (ST-16) – Tension: research vs. survival resources.
- Combat System (ST-11) – Tension: research vs. armament.
Belongs to the stack
- Organisational Structure
- Which orders does your game need? (19 cards)
- Ludic Organisational Structure
- To the term
- ST-13 Evolution / Adaptation
- previous card
- ST-15 Ecosystem
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