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Card · ST-14

Technology / Research System

V – Developmental Order

Status
Card

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

Stack

Belongs to the stack

Organisational Structure
Which orders does your game need? (19 cards)
Ludic Organisational Structure
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