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Long war research tree
Long war research tree






long war research tree

This injects a semi-random element into research, making it somewhat less predictable as well as more non-linear. Every time a research project is to be initiated, the game will draw a hand of cards like this one from which the player then can pick one technology to research.Īlthough the underlying technology system is based on the familiar tech tree structure, it does away with its standard interaction/presentation in favor of the card shuffle approach. Unlocked through the Psionic Theory technology. Psionics: Exotic mid- to late- game technologies.Statecraft: Unity, edicts, leader pool and recruitment, planetary and empire capitals.New Worlds: Tile blocker clearance, terraforming, starbase capacity, administrative capacity.

long war research tree

  • Military Theory: Fleet command limit, naval capacity, army buildings and statistics, claim cost.
  • Biology: Food production, leader lifespan and policies, species modification, army types, some strategic resources.
  • Particles: Ship reactors, energy weapons, FTL, some strategic resources.
  • Field Manipulation: Power Plants, shields, some strategic resources.
  • Computing: Science Labs, research, science ships, ship computers, point-defense, sensors.
  • Voidcraft: Ship types and hulls, starbases, strike craft.
  • Propulsion: Kinetic and explosive weapons, thrusters.
  • Industry: Mineral production and storage, robots, building construction.
  • long war research tree

    The areas and their subcategories are as follows: Additionally, each research area has multiple subcategories, for a total of 12 such subcategories, and every tech belongs to one of these subcategories. There are three different main research areas in-game, with each area corresponding with one of the research resources. Every slot here can have one research project active at a time and every research area has its own slot.








    Long war research tree