Tech tree with prerequisites based on dependencies and grouping buildings
Right now, buildings are unlocked individually, with no regard to what is needed for their construction or where they are in production chains. Buildings needed for the same production step are separate unlocks despite doing nothing by themselves (such as scavenger flag).
Farm comes with all crops unlocked, despite wheat requiring both gristmill and bakery to turn into food, which are also both separate unlocks from each other.
Considering the early access status of the game this is possibly a conscious temporary implementation; however, in case, I would like to suggest adding a tech tree when development allows.
Here's what a possible folktail tech tree would look like as an example, while not including science costs and every building it gives a general idea of buildings being locked behind each other such as buildings which need gears needing gear workshop, or later crops together with their production buildings. Unlocking could still be done via toolbar, or the tech tree.
Comments: 15
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12 Dec, '21
Ryan Mergedmuch like you can't access water plants until you have the water farm, drop off posts should not be researched independently, rather it should be unlocked once you get the distribution post.
Similarly, bakeries should be automatically unlocked once you unlock gristmills -
14 Dec, '21
Gin Fuyou Admin"Buildings that necessitate one another should have their research combined" (suggested by Ryan on 2021-12-12), including upvotes (1) and comments (0), was merged into this suggestion.
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15 Jan, '22
Gin Fuyou Admin"tech" (suggested by LokusRaven on 2022-01-15), including upvotes (1) and comments (0), was merged into this suggestion.
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29 Jan, '22
WolfmanWhat about upgrading different buildings with research points? For instance researching a water reservoir with higher capacities, water pumps that can pump water from deeper levels. Or advanced workers: depending on their skill, workers build buildings faster, and harverster can work faster. For folktails: researching deeper ground depots, or for the iron teeth, researching better engines.
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15 Feb, '22
Sampson MergedI would like to suggest a civilization style tech tree. This tech tree could be accessed once you build an inventors hut, and would appear as a button on the HUD. The tech tree would go from bottom to top, and would have various things such as specific buildings, general beaver upgrades, and some sort of repeating tech that lets players use the thousands of science points they have at the end of a game. Players could still unlock most buildings like normal, with a few exceptions (metal stuff, mechanical stuff, ect.) as well as upgrade current buildings like water pumps to go deeper. Factions could have personal tech like the folktails upgrading crop yield and iron teeth increasing manufacturing speed.
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15 Feb, '22
Gin Fuyou Admin"Civ Style Tech Tree" (suggested by Sampson on 2022-02-15), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Apr, '22
Sean MergedI would like to see a tech tree or web rather than investing the points directly into certain structures as well as hiding the structures that one has not unlocked yet. It doesn't make a lot of sense to do the research first then pick what it was all about. Showing them all at the start takes a lot away from the game imo.
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26 Apr, '22
Gin Fuyou Admin"Tech tree or web" (suggested by Sean on 2022-04-25), including upvotes (1) and comments (0), was merged into this suggestion.
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29 Apr, '22
Gin Fuyou Admin"add more to the science tree" (suggested by thomas on 2022-04-27), including upvotes (1) and comments (0), was merged into this suggestion.
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19 Sep, '22
FluffysminionIt could work just by locking technology until you have access to the resources that make it, like being unable to unlock large water storage until you have unlocked making gears.
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24 Nov, '22
Oskar MergedI've had a few instances where I used my science points on a building but I hadn't researched the building to actually produce the needed material. This led to cases where I had to get even more science just to unlock the required building to produce those materials.
My suggestion is to disable buildings that for example needs planks, until the building that can produce planks have already been researched. -
25 Nov, '22
Jcheung Admin"Prevent researching for building if preconditions are not researched" (suggested by Oskar on 2022-11-24), including upvotes (1) and comments (0), was merged into this suggestion.
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31 Jan
Roboticice MergedI often find myself unlocking new tech by accident without the prerequisites. A tech tree where you cannot unlock stuff like Gravity batteries until you unlock scrap metal and the buildings to refine it would be a great addition.
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06 Feb
Gin Fuyou Admin"Tech Tree" (suggested by <Hidden> on 2024-01-31), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Feb
VasEven without a tech tree, some things should just be unlocked in bulk too. Why would I need to pay extra science for different variations of a building that are all just slightly different from each other? I should be able to just bulk buy a group without having to do each individual item. Don't have any examples off the top of my head, but a tech tree is much nicer of an idea.