Latest discussions and mentioning of a TechTree resulted in a mental exercise for me. To create a TechTree for my mod. Goal is an easily understandable system, which at the same time offers many different approaches and tactics. Strangely enough, most features are already included in the mod, but not sorted or made an obvious member of a TechTree. I would like to change the system and sort/rename many features, to make it more accessable to the player. Similar to the building overhaul I did for the last version. 90% of the features in this list are in the mod already, one way or the other. I mostly want to give them a better distinction, and the player an easier understanding how good/bad a certain item is.
Tech Tree Alpha Version. Brainstorming.
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Materials
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Material Upgrades
With the implementation of generic materials, the implementation of upgrades is possible
(all the names are working names and might be changed/are up to discussion)
Wood => Hardwood => Ironbark => Steeloak
Leather => tough leather => stark leather
Scale => tough scale => stark scale
Chitin => tough chitin => stark chitin
Bone => tough bone => stark bone
Metal => folded metal => perfect metal
Stone => Block (we all know that one)
Other possible words: Hardened, Stiff, Solid, Dense, Compact, Solid, thick, set, patternweld, condensed, stainless and anything else you can think of.
This upgrade system for materials should be very simple to understand, because it uses common words. Everyone will know that folded steel is better then steel, and perfect steel better then folded steel. Or tough leather better then leather, and stark leather better then tough leather. It would also be possible to add downgrades, with weaker creatures having weak/thin leather/scale/chitin/bone to expand on this idea. Each material upgrade would take place in a specific workshop, one for Wood (plant material), one for leather/scale/chitin/bone (animal material), and one for metal (inorganic material). Rare creatures like dragon and other beasts would keep their custom materials, to keep epic things epic.
I havent decided what would be used as ingredients, the necessary reagents for an upgrade. It should be the base material, plus an extra item. One step at a time, from Wood => Steeloak would be three steps. Wood to Hardwood, Hardwood to Ironbark, Ironbark to Steeloak.
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Buildings
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A note about the new custom buildings used for the high tech gear. All buildings would require a building material that is produced by the low/medium tech version of the same type. I dont know yet how to implement this, but to make a javeline caster you would need a crossbow first. To build a weaponry (working title) you need a couple of metal melee weapons first. To build an armory (working title) you need a couple of metal armor first.
With this simple system, which I use for metals and gems already (only materials so far, the next step as you see would be items) I could ensure that players would go through every stage, and at the same time keep the accessability high. I honestly tried to do the simplest system I could think of, and hope that you agree with me on this point. If you find it too confusing and know an alternative, please feel free to educate me.
I thought about following buildings:
One building to make adv. weapons = Weaponry
One building to make adv. armor/shields = Armory
One building to upgrade Wood. = Sawmill ? Wood Refinery ?
One building to upgrade animal products, leather/scale/chitin/bone. = No idea yet.
One building to upgrade metals and one for alloys. (Might change/use the already included Finishing Forge, Crucible, Arc Furnace and Metallurgist. This will be the most complicated feature)
Javelines would be produced in the already included Javeline Caster.
Gunsmith, Ammunition Mint, Archeologist, Research Lab (renamed?), Gemworkshop and Magma buildings would remain the same. I might put Obsidian Factory, Slade Factory and Magma Siegeworks into one building, to lower the buildings count. The same might count for the Display Case/Weapon display rack/armor display rack. By my count I would keep the same buildings count then. +4 new ones, 6 old ones compressed into 2, and a remodelling of the metal works.
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Weapons: Melee
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Low Tech Melee
Stone weapons, done in stonecutter
Bone weapons, done in craftsman
Wood weapons, done in craftsman/carpenter
Medium Tech Melee
Metal weapons, done in forge
Strenght depends on the metal that is used
High Tech Melee
Metal weapons, done in custom building
Strenght depends on the metal that is used
2 Handed Weapons
Better versions of vanilla weapons
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Weapons: Ranged
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Low Tech Ranged
Bone/Wood Crossbows, done in bowyer
Bone/Wood Bows, done in bowyer/craftsman (dont know if something can be added to bowyer)
Optional bayonet upgrades
Damage mostly depends on used ammo
Bone/Wood throwing weapons, done in craftsman/carpenter
Medium Tech Ranged
Metal Crossbows, done in forge
Optional bayonet upgrades
Damage mostly depends on used ammo
Metal throwing weapons, done in forge
Strenght depends on the metal that is used
High Tech Ranged
Javeline thrower, done in custom building
Optional bayonet upgrades
Damage mostly depends on used ammo
Guns, 4 types, done in custom building
Optional bayonet upgrades
Damage mostly depends on used ammo
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Ammo
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Low tech ammo
Stone ammo, done in stonecutter
Bone ammo, done in craftsman
Wood ammo, done in craftsman/carpenter
Medium tech ammo
Metal ammo, done in forge
Strenght depends on the metal that is used
High tech ammo
Javelines, 3 different kinds
Strenght depends on the metal that is used
Bullets, 2 different kinds
Strenght depends on the metal that is used
Special syndromes ammo, 15 different kinds
Strenght depends on the gems found in the caverns
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Shields
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Low tech shield
Normal buckler/shield, done in carpenter/forge
Material does not matter
Medium tech shield
Kite shield/tower shield, done in custom building
Material does not matter
Higher blockchance
High tech shield
Plate shield, done in custom building
Material does not matter
Higher blockchance
fireproof and/or lighter
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Armor
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Low tech armor
Leather/Scale/Chitin armor, done in leatherworker
Bone armor, done in craftsman
Medium tech armor
Metal armor, done in forge
Strenght depend on the metal that is used
High tech armor
Plate armor, done in custom building
Strenght depend on the metal that is used
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Gems
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Gem Workshop
Gem workshop requires big gems to be build
This means a jeweler is needed first
This means a good gemcutter is needed first
This means a lot of gems are needed first
Gem workshop make gem weapons/armor/ammo
The rarer/more valuable the gem, the better the item
This means a lot of exploratoy mining first
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Metals
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Adv Metalworking
Adv. Metalworking buildings require metal bars to be build
This means a smelter is needed first
This means coke and furnace operator is needed first
Adv. Metalworking makes new, rare metals
Adv. Metalworking allows batch smelting
Alloys
Alloy Building needs any of the adv. metals
This means adv. metalworking is needed first
This means some exploratory mining is needed first
Alloy building allowes new, powerful metal-alloys
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Magma
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Magma Tech
Allows many upgrades for existing items
Needs magma
This means a volcano or deep digging first
Siege ammo upgrade
Steel upgrades, 4 types
Obsidian/slade production
Temple is unlocked
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Megabeasts
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Creature Research Lab
Allows one instant-legendary skill
Needs a dead semi/megabeast
This means you have to kill one first
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Archeology
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Archeologist
Allows instant items, better then steel
Needs fossils first
This means you have to do exploratory mining first
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Hell
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Hell Items
Allow super valuable booze and food
Slow but unlimited adamantine
Special, powerful pets
Needs hell breaching
This means you have to defeat the clowns first.
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I started this thread to start a discussion, hear what you have to say, and just to know the gerenal consens: If this is a good, or a bad idea. (before I start with actual modding)
PS: Who needs sleep anyway ?