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Technology

Technology, or tech for short, is useful when technological development is important to a game. There are several ways to use it.

One use of tech is to track the results of research. You do this by setting the initial tech of a side to (say) 0, then requiring a certain tech (say 60) in order to build a desired type. If a research action adds 1 to a side's tech, then it will take 60 research actions to gain the necessary level. The number of turns, of course, depending on how many actions the researcher can do each turn, and how many researchers are available. So for instance, 10 researching units results in the work being done in 6 turns instead. You can limit this schedule acceleration by setting tech-per-turn-max.

Another use of tech is to differentiate sides. Suppose you want to do a game involving earthlings and space aliens. The aliens can have satellites overhead that earthlings don't even know are there, they have equipment earthlings couldn't use even if they were able to capture it. However, earth scientists might learn something from it. To do all this, use tech-to-see and friends.

Tech is fundamentally tied to unit types. However, many games have a number of unit types that share technology. For instance, advances in bomber technology usually lead to advances in fighter and surveillance aircraft. The tech-crossover table is available for this purpose.


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