Technology
System Overview
Pre-release
data - Quicksilver
1.
Technology System Overview
Master
of Orion III is designed to break new ground in gameplay for technology
research and development.
This
document starts by reviewing the technology system design requirements
for MOO3. The document then presents technical details of
how each element of the technology system will be implemented. A
glossary of terms is also included, since there are a number of
complex interrelationships between elements of the technology system
that must be kept clear.
Designer's
Note: this is a preliminary and incomplete draft of the
document. At this point, the Design Requirements and Design
Constraints are firmly in place, although a few of the details
may be refined as the design process continues. The basic
plan is well-established, however, and is not expected to
change dramatically.
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2.
Technology System Glossary of Terms
The following
definitions of terms related to the technology system are used in
the game, ordered such that they make sense when read from first
to last:
Fundamental
Research = "Theoretical Research." This basic scientific research
is entirely theoretical in nature. As it advances, it opens up possible
paths for Projects that will create Applied Research results. School
= one of the (currently six) major areas of Fundamental Research
designated in the Technology Wheel: Biological Sciences, Mathematics
and Computers, Macrosciences, Microsciences
Field
= one specific Fundamental Research subject within a School. For
example, "Astronomy" or "History." Note that not all existing Fields
are available to the player at the start of the game. Some have
Precursors. For example, Transwarp Physics might require Level 7
in Quantum Mechanics and Level 9 in Number Theory before it is revealed
as a researchable Field.
Level
= the current degree of progress in a given Field of Fundamental
Research. The Level is measured numerically, with Level 1 being
the starting point for each Field. Levels do not have names. There
is no specific upper limit defined for the level in a given field,
though of course eventually there will be no more research gains
from increasing the level further. It is generally assumed that
there will be 20 or more meaningful levels in each Field.
Advance
= the incrementing of a Level by one in a specific Field of Fundamental
Research. Note that achieving an Advance is not guaranteed to produce
any new Applications. In fact, the player may need several consecutive
Advances in a given field in order to achieve a new Application.
Example: "In the School of Education, we have Advanced in the Field
of Theology."
Research
= the process of applying Research Points to a particular Field
of Fundamental Research, which will eventually result in an Advance.
The stages of Research are: unknown - even the existence of knowledge
at that Level is not known to the player
- foreseeable
- the player can see that knowledge at that Level could potentially
be Researched, and has an idea of when it may become researchable
for the first time. The new Level is grayed out or "ghosted" in
any lists of potential research topics, and cannot be selected,
though the player can find out what Precursors remain to be completed
in order for it the become knowable
- knowable
- knowledge at that Level can be Researched at any time
- understood
- the Research process is complete. Any Applications which specify
this Level as a minimum
Precursor
will now become knowable if their all other Precursors are also
satisfied
Project
= the process of implementing a practical Application of one or
more Fields of research, or of developing a Refinement to an existing
Application or Institution. The stages of each Application are the
same as those for Research:
- unknown
- even the existence of the Application is not known to the player
- foreseeable
- the player can see that an Application could potentially become
available, and is given a list of the remaining prerequisites.
The item is grayed out in any lists of potential Applications
- knowable
- a project to create this Application may be initiated by the
player at any time
- understood
- the Project is complete, and the given Application can now be
used by the player
Example:
If you steal an Optical Computer 12, but you have only Researched
up to Optical Computing 8:
- you now
know how to build an Optical Computer 12, so you can use it
on your ships
- you don't
understand Optical Computing 12, so you cannot yet Research
Level 13 in that field
- but now
Optical Computing Levels 9-12 are knowable and less time-consuming/costly
than before (you get bonus RPs in Optical Computing)
Application
= the concrete, quantifiable result of a development Project. This
can be a blueprint for a physical object, or the discovery of a
civilization-wide benefit (see also "Institution"). For example,
a building, a system on a ship, a class of ship, or equipment for
ground troops.
An Achievement
(a special category of Application that does not require any further
objects to be built, but instead applies globally throughout the
civilization)
Institution
= a social improvement that is created as the result of a Project
dealing with Social Fields. Such items are created automatically
for the player; the player need only Refine the Institution. For
example, the player is at Psychology Level 1, but has achieved Advances
to Psychology Level 5. Until these new Advances are "Institutionalized"
via a Project initiated by the player, they do not have any effect
on the civilization.
Primary
Field = the most important theoretical precursor to a specific
Application. When an Application becomes knowable, it will be listed
under this category in the list of possible Projects.
Refinement
= the process of improving an existing Application. This is comparable
to the "Miniaturization" feature of MOO II except that it requires
the player or the Leader AI to initiate and fund a Project and is
not available until the Project successfully completes. The higher
the Level in the Primary Field related to a specific Application,
the greater the benefits from Refinement. There is a limit to the
number of steps by which a technology can be refined.
Roadblock
= a problem encountered during the course of Research or a Project.
The odds of hitting a Roadblock are reduced for every Level beyond
the minimum in each Precursor Field. See also "Precursor."
Note:
A Roadblock which is overcome may confer special benefits in Fundamental
Research once the Project is completed. Bonus RPs may be added to
one Field, in recognition of the special Advances achieved by the
researchers in surmounting the Roadblock
Precursor
= a certain Level in a Field at which a given other Field, Application,
or Institution first becomes knowable. At such a Level, though,
there may be a significant risk of encountering a Roadblock related
to that specific Precursor. This risk is expressed as a chance of
such a problem arising. There is another per-Level reduction in
this number, such that increases in the Level of the Precursor Field
will eventually cause the risk to drop to zero.
For
example, the Phaser Application just became available because Optronics
just Advanced to Level 9. But the risk of encountering an Optronics-related
Roadblock is 20%. In order to minimize risk, the player first researches
an additional two Levels of Optronics, each of which reduce the
risk by 7%, so that the risk of this Roadblock is now 6%.
Designer's
Note: the exact percentages used for the Precursor risk
will vary from game to game. It is assumed that the variance
will be approximately +/- 20%. For variety, the number of
Levels in a non-Primary Precursor Field required for any Application
or Institution will vary from game to game and from player
to player within a narrow range that is pre-set in the technology
tree data structures. This prevents players from creating
a "perfect" game schema.
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Gene
= a specific alteration to one named data element in the game. For
example, "raise shield facing strength by 20%" or "increase weapon
armor piercing strength by 10%." Modification or Mod = a specific
named package of Genes designed for a particular purpose. For example,
"Long Range" would include Genes that change the Dissipation Start
and End values for a weapon, and perhaps affect its accuracy values
as well.
One Mod may
contain Genes for unrelated fields. A single Optical Technology
Mod, might improve weapon targeting and also improve navigation.
Some Mods may be race-specific.
Breakthrough
= A reward for Research, which provides benefits in one Field when
an Advance is achieved in a related Field. The game generates a
small random chance of a Breakthrough each turn for each Advance
achieved that turn. If a Breakthrough occurs, a number of Research
Points equivalent to a specific fraction of one Level of increase
in the adjacent Field are added to its total Research Points. This
may or may not cause an immediate Advance in the adjacent Field,
but it will certainly grant a significant advantage.
Research
Points (or "RPs") = the "currency" that a player spends when
performing research. Research Points are created by Research DEAs
and, to a limited extent, can also be purchased.
Next in Technology:
Technology: The Player Experience
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