Cybernetic tech tree
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The STF and Teprogrenaian Consensus agreed to worked together with the Miomanian Colonists to create better cybernetic healthcare. See here.
I had a little brainstorm with Dragonmaster352, and we came with the following:
We were thinking of a cybernetic tech tree. A set of technologies which uses cyborgs and droids to improve the warfare and economics.
Before we actually wanted to create such a tech tree, we were interested in what the rest of you thought about it.
The idea was as following: There is a starters tech unlocking the tree, (like fundamental geneticsresearch unlocks the population techs) From there you can create a set of militaristic techs and economical techs. For now we have two extra techs, one for better mechanical parts and one for better interfaces, as this sounded logical steps for such a tree. The 'real deal techs' then need the startertech and the one ore both of the mechanical and interface techs.
The STF, Teprogrenaian Consensus and the Miomanian Colonists can tech the starter tech together.
We haven't yet worked out the actual tech because before we wanted to dive into such a tech tree we liked to know what you thought of this approach.
For clear overview of our first brainstorm tech tree:
A side note: We thought about adding a cybernetic special good for this but refrained from continuing this path as we saw no economical future in such a special good.
tl;dr: Dragonmaster352 and I were thinking of creating a cybernetic tech tree, but before we waste hours on it, we were interested in what you thought of such a tree and if we started in the right direction.
I had a little brainstorm with Dragonmaster352, and we came with the following:
We were thinking of a cybernetic tech tree. A set of technologies which uses cyborgs and droids to improve the warfare and economics.
Before we actually wanted to create such a tech tree, we were interested in what the rest of you thought about it.
The idea was as following: There is a starters tech unlocking the tree, (like fundamental geneticsresearch unlocks the population techs) From there you can create a set of militaristic techs and economical techs. For now we have two extra techs, one for better mechanical parts and one for better interfaces, as this sounded logical steps for such a tree. The 'real deal techs' then need the startertech and the one ore both of the mechanical and interface techs.
The STF, Teprogrenaian Consensus and the Miomanian Colonists can tech the starter tech together.
We haven't yet worked out the actual tech because before we wanted to dive into such a tech tree we liked to know what you thought of this approach.
For clear overview of our first brainstorm tech tree:
- starter tech
- specialisation tech into mechanics
- specialisation tech into interfaces
- a set of militaristic techs requiring one or more of the specialisation tech (and the starter tech)
- a set of economical techs requiring one or more of the specialisation tech (and the starter tech)
A side note: We thought about adding a cybernetic special good for this but refrained from continuing this path as we saw no economical future in such a special good.
tl;dr: Dragonmaster352 and I were thinking of creating a cybernetic tech tree, but before we waste hours on it, we were interested in what you thought of such a tree and if we started in the right direction.
I like the idea! More tech is more good!
However, a lot of cybernetics things feel as if they are fluff to me. So it might be difficult to create 'true cybernetic' techs. Maybe you could drop some fluff-only concepts for everyone to look over? (I've brainstormed a little with Elmer and Chriz already...)
However, a lot of cybernetics things feel as if they are fluff to me. So it might be difficult to create 'true cybernetic' techs. Maybe you could drop some fluff-only concepts for everyone to look over? (I've brainstormed a little with Elmer and Chriz already...)
I have brainstormed a little more with Brend and Chriz (as he already posted), and added some more brainstorm results. The page is a little bit more chaotic now though.
We ended up that the cybernetic (fluff) tech tree might be a good tree for outpost and space habitat improvements. (Which is logical for the Miomanians as well :P )
We ended up that the cybernetic (fluff) tech tree might be a good tree for outpost and space habitat improvements. (Which is logical for the Miomanians as well :P )
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Mercury - Storyteller
I'm in favour of this development, but unclear on the details. In general, your tech tree structure seems solid enough for me, so go for it.
Please keep the IO in mind with these techs however, even if only with a separate note that these techs don't apply to races with the Artificial Intelligence special or perhaps the Virtual racial characteristic.
Please keep the IO in mind with these techs however, even if only with a separate note that these techs don't apply to races with the Artificial Intelligence special or perhaps the Virtual racial characteristic.
4 posts (analysis)
• Page 1 of 1

