Tech Tree — Research Gating & the Ramp of Options
What it is. A tech tree is a system-skill-trees at the strategy
scale: a graph of researchable capabilities — units, buildings, upgrades, ages —
where each unlock widens what the player can do, and prerequisites impose an
order. Where a skill tree shapes a character, a tech tree shapes a civilization’s
whole arc.
Player fantasy / why it’s fun. “My tech path is my strategy.” The order you
research is a plan; a well-timed unlock is a power spike (anchor-age-of-empires
age-ups). The pull is the branch just out of reach — the tech that would answer
what’s beating you.
When to use / when NOT
| Use it when | Skip it when |
|---|---|
| Strategy is expressed through what you unlock, when (RTS, 4X) | The game has a fixed toolset from the start |
| Build orders and tech timing are a skill | Research would just be a passive timer |
| You want power spikes to punctuate a long session | Sessions are too short to ramp options |
The tech tree is the RTS/4X engine of pattern-pacing-and-tension: each age
or era is a plateau, each unlock a spike. If unlocks don’t create timing decisions
(rush this or bank for that?), you have a checklist, not a tree.
Variants
| Variant | Structure | The decision is | Example |
|---|---|---|---|
| Age/era gates | Discrete tiers; advance to unlock a bracket | When to age up (spike vs eco) | AoE ages; Civ eras |
| Prerequisite web | Deep dependency graph | Route through the tree | Civ tech web; Factorio science |
| Exclusive branches | Pick a path, lock the other | Identity/commitment | Civ policy trees; StarCraft tech choices |
| Cost-gated flat | No prereqs, priced by power | Priority | Simple upgrade shops |
| Faction trees | Different tree per faction | Asymmetric strategy | See system-faction-asymmetry |
Tuning levers
| Lever | What it controls | Healthy range / rule |
|---|---|---|
| Tier/age spacing | Time between power spikes | Long enough to feel the plateau, short enough to keep momentum |
| Branch exclusivity | Whether a path costs another | Some branches exclusive, or every game converges to the same tech |
| Research cost curve | The ramp of options | Rising cost per tier; but each tier’s value must rise with it |
| Gate depth | Prereqs before a payoff tech | Shallow — burying the fun behind filler tech is grind |
| Counter-availability | Can you tech into an answer? | Yes — a tech tree is where RTS counters live; every threat needs a reachable response |
| Snowball vs comeback | Does a tech lead compound? | Add catch-up / comeback techs, or leaders run away (pattern-feedback-loops) |
How it wires to Hayao
- The tree is a data graph + pure logic. Nodes (
id, cost, prereqs, unlocks) inworld.state; researching is an input action that spends resources and flips availability flags; unit/ability availability is pure logic reading those flags. So a build order is a reproducible input script a bot can pilot ([[FUN.md law 7]]). - Strategy is the balance test. The RTS truth ([[FUN.md §9]]): the intended line (e.g. turtle → tech → counterpush) must beat a naive line (attack-move / one-tech rush). Pilot both, assert the delta — that’s your proof the tech choices matter (law 2).
- Counters must be reachable. Every enemy threat needs a tech-reachable answer; assert it the way tower-defense proves counter duels from both sides ([[FUN.md §8]]) and RTS proves every counter edge wins its NvN ([[FUN.md §9]]).
- The tech panel is chrome —
showScreen()DOM; the research state is sim (CLAUDE.md invariant 4). Generate/ramp the option-unlock curve as content (src/content/,assertRamp).
Fails when…
- A dominant path. One tech order is always best; the tree collapses to a line. Skill-delta between paths should be small; each viable path should beat null.
- Unreachable counters. A threat with no tech answer is unfair — the RTS/TD counter proof fails from one side.
- Filler gating. Dead prereq techs padding the route to the good one — grind.
- Runaway snowball. A tech lead that compounds into an unbeatable lead with no
comeback tech (
pattern-feedback-loops). - Spikes with no plateau. Constant unlocks = no pacing; the age-up thrill needs the plateau before it.
Verify
- Intended tech line beats naive line (strategy is the test): [[FUN.md §9]], law 2.
- Every counter edge wins its duel, both sides: [[FUN.md §9]] (RTS) / [[FUN.md §8]] (TD).
- Build order as a reproducible pilot: [[FUN.md law 7]].
- Option ramp shape as a test:
assertRamp/rampIssuesover the unlock curve.
Composes with
system-skill-trees— the same graph shape at the character scale.system-resource-loops— research consumes the production chain’s output.system-economy— research points/cost are a currency and a sink.system-faction-asymmetry— different trees are a core asymmetry lever.system-counter-systems— the tree is where reachable counters live.pattern-pacing-and-tension— ages/eras are the plateau-and-spike engine.
See also
design/FUN.md§9 (RTS strategy-as-test) · §8 (counter duels) — the tech-tree proofs.anchor-age-of-empires(age spikes) ·anchor-civilization(deep web).