A Technology tree is a system of 'upgrades' which build upon each other. By way of example, Antike has a small tech tree in the Know How tracks - you can get an upgrade in 1 of the 4 tracks, and then ou can get another upgrade in that track... but you can't skip straight to the second one. This is pretty minor, as all of the second tier upgrades are just better versions of the first tier ones.
Caylus also has this kind of tech tree in the Favor Tracks. Each time you get a favor you can advance on of the tracks, and the more you advance it, the better the reward. However, in this case it's still 'more of the same.' There's another Tech tree in Caylus - the buildings. The first tier is the Brown buildings, which you can build from the start of the game. In order to build Gray buildings, a particular brown building (Mason) must be built. Also, in prder to build Residences, a different brown building (Lawyer) must be built. Then, as a third tier, there are Prestige buildings, which requires both tier 2 upgrades to have been built (Mason -> Architect, as well as Lawyer -> Residence). One of the favor tracks allows you to short cuircuit the tech trees and allows access to a tier without necessarily following 'proper channels' (the required buildings). This tech tree is sort of cglobal, once the Lawyer is built, any player can use it to build Residences.
Has anyone used a Technology Tree in a board game? How did it work out? I am considering a Tech tree for terra Prime (detailed in another thread). In this case, the upgrades will be personal... if you upgrade 1 aspect of the tree, it does not give opponents access to the second tier there - just you. The upgrades are still more or less 'more of the same' - that is to say better versions of the previous upgrade.
I'd like to see/consider a more involved tech tree, where the actions available after an upgrade are different but related to the prior actions. I don't think this would work for anything I have in design at the moment, but maybe a decent game could be built around this concept. Maybe also once progressing one one branch of the tree, another one becomes unavailable....
Anyone have any thoughts on this?
- Seth
Welcome!
Nexus Ops reminds me a bit of those real time strategy computer games because of the way you have to have guys on the mines to get money to do other stuff.
Thanks again,
Seth