system

Use when

The game unlocks strategic capabilities (units, buildings, abilities) over a session and you need the order and exclusivity of those unlocks to matter.

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 whenSkip 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 skillResearch would just be a passive timer
You want power spikes to punctuate a long sessionSessions 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

VariantStructureThe decision isExample
Age/era gatesDiscrete tiers; advance to unlock a bracketWhen to age up (spike vs eco)AoE ages; Civ eras
Prerequisite webDeep dependency graphRoute through the treeCiv tech web; Factorio science
Exclusive branchesPick a path, lock the otherIdentity/commitmentCiv policy trees; StarCraft tech choices
Cost-gated flatNo prereqs, priced by powerPrioritySimple upgrade shops
Faction treesDifferent tree per factionAsymmetric strategySee system-faction-asymmetry

Tuning levers

LeverWhat it controlsHealthy range / rule
Tier/age spacingTime between power spikesLong enough to feel the plateau, short enough to keep momentum
Branch exclusivityWhether a path costs anotherSome branches exclusive, or every game converges to the same tech
Research cost curveThe ramp of optionsRising cost per tier; but each tier’s value must rise with it
Gate depthPrereqs before a payoff techShallow — burying the fun behind filler tech is grind
Counter-availabilityCan you tech into an answer?Yes — a tech tree is where RTS counters live; every threat needs a reachable response
Snowball vs comebackDoes a tech lead compound?Add catch-up / comeback techs, or leaders run away (pattern-feedback-loops)

How it wires to Hayao

Fails when…

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Composes with

See also

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