Tech Trees


Hello all, today I’ve been working on some more pre-production for TDE. In particular, I’ve been creating the tech trees for the game!

There will be 2 different tech trees: one for the AI and one for the player.

I should probably touch on what research will look like in the game, thinking about it: The Dystopian Escape will have 2 main methods of researching: a way similar to Civilisation 6, where you passively generate research; building districts to speed up the passive generation, and a levelling system, where when you complete tasks you will gain a boost to whatever you’re researching.

There will be 3 types of technologies in the  game: agriculture, construction, and reconnaissance. Agriculture will assist you in creating food, to survive, and traversing the water. This is the smallest tech branch, with there only being a handful of agricultural techs. Construction is by far the largest branch out of the 3. It specialises in building and combat: the main pillars of the game I’m building! Finally, reconnaissance lets you build up a minimap of the world, filled with waypoints. This will help you massively, when traversing the 2500 tile world (50×50). In addition to this, the branch gives you the ability to traverse the world faster, and the enemies slower.

The enemies’ tech tree is a lot more simple, however, with it having specialisations into units, unit capacity/aerodromes, and civilisations. It’s also much more linear, for ease of coding: robots don’t need to have fun!

Anyway, stay safe:

Lewis Page


TLDR: Feature Creep

Leave a comment

Log in with itch.io to leave a comment.