Talk:Technology tree

message: I'm sure someone put a lot of effort into the recommended tech tree here, but wouldn't it belong more on the page of the game?
Deleted text: There is no possibility of a technological singularity, and all tech trees terminate at a stage where no further research is possible.
First, this doesn't come from philosophy, but more from the complexity of designing game art for an infinite number of future technologies. :) Second, Civilization tech tree doesn't terminate. You can still research Future Technology 1, Future Technology 2, etc. One may say it's not very precise or realistic, but I would ask in turn - is Pottery or Chivalry precise or realistic? It's a game.
Furthermore, technological singularity is an outcome in Alpha Centauri. And some degree of technological singularity is possible in Civ if you grow fast enough. It's possible to have new advances coming every turn in the final stages of the game, compared with every 20-50 turns in the beginning. Paranoid 14:13, 8 September 2005 (UTC)

message: Was X-COM the first game to have tech trees? —Preceding unsigned comment added by 138.25.13.246 (talk • contribs) 09:41, 1 June 2006
I believe Dune 2 was. —Preceding unsigned comment added by 128.119.145.4 (talk • contribs) 03:50, 22 May 2007
Mega Lo Mania had tech trees in 1991, the year before Dune 2. Adding a short paragraph on history. Mikkel 08:35, 23 May 2007 (UTC)
replies: text: I know for a fact that it may not be the first to actually use a Tech Tree in an RTS, but please, look at the tech tree for Warzone 2100 for a moment and the extensiveness of that particular one. Other than turnbased games such as civilization, WZ2100 is the only real time Strategy Game I know of with a tech tree as extensive to rival civ. 195.109.63.17 (talk) 13:36, 11 December 2015 (UTC)
thread_title:  X-COM 

message: Why does Skill tree redirect here? It seems to me that a skill tree in a CRPG is very different from a tech tree in a strategy game. NeonMerlin 23:52, 9 August 2006 (UTC)
replies: text: Write it then, WP:BOLD. But for now this is what it is most similar, there isn't that much difference in concept... Mathmo Talk 02:15, 14 February 2007 (UTC)
thread_title:  Skill tree? 

message: I'm interested in the relevance of the "tech tree" idea to the discussion of scientific advancement and to scientific education. I wonder whether there is any information in wikipedia on this subject- if so it should be linked here, if not then (perhaps) there should be.
Anyway, I'd be happy to speak with anyone also interested in the non-game relevance of the idea.
Falcor84 20:20, 23 April 2007 (UTC)
replies: text: i recently came across an MIT media visualization of economic data, showing a computed real-life tech tree made from international export/import product data.  It shows the relationships between various industrial products, quite interesting https://atlas.media.mit.edu/en/explore/network/hs/export/usa/all/show/2012/ . i first saw it in an RSA talk: César Hidalgo on Why Information Grows (@17:15) which i can't link to.  It'd be nice to put this work into the article somehow Roidroid (talk) 02:51, 5 July 2015 (UTC)
thread_title:  reference to real technology 

message: i would like to said that greater resource needs in more advanced tech isn't counter to technological singularity at all. technological singularity discuss the trend of increase development rate in our world; it doesn't note the cost. technology are developing faster because there is an increase in capability(better methods/communication), population(more scientist and labs) and economy(more money!). it games, it is also effected by economy, hence one without a strong economy will have more diffculty teching. Akinkhoo 17:31, 30 June 2007 (UTC)
thread_title:  .. 

message: I've removed the "Unreferenced" tag because for most of tihs topic the ultimate authority is the relevant game's manual and the name of the game is sufficient reference.Philcha 03:22, 24 June 2007 (UTC)
thread_title: "Unreferenced" tag removed

message: There's some overlap between the sections "Types of Tech Tree" and "Implementation", and neither is complete on its own - "Types of Tech Tree" mainly covers TBS and "Implementation" mainly covers RTS.
I suggest merging them as "Types of Tech Tree" with this structure:
*Prerequisites. In many RTSs you need particular buildings to research specific techs. In most TBSs the prerequisite is one or more lower-level techs, with no dependency on buildings.
*Complexity (simplest is MOO, most complex is Civ).
*All techs available? Some RTSs make different techs available to different races / cultures (especially Starcraft), most TBSs make all techs available to all races. MOO is complex in this respect: the full tree is the same for all; but in each game each player gets a random subset of the full tech tree; but the Psilons get the widest selection of techs.Philcha 00:07, 10 July 2007 (UTC)
thread_title: Restructure?

message: I suggest this should be removed from the article as a whole because the games themselves are the ultimate authority. Philcha (talk) 18:11, 10 December 2007 (UTC)
replies: text: Done Philcha (talk) 13:33, 16 December 2007 (UTC)
thread_title: "Needs references" tag

message: I stumbled across a good source on tech trees here: . I'll get around to adding it eventually. Randomran (talk) 18:15, 7 April 2009 (UTC)
thread_title:  good source 

message: As usual game history is hard to source. Here are a few links that might start you off. CapnZapp (talk) 16:01, 15 July 2016 (UTC)
thread_title:  history citations 

message: A common strategy in strategy games is to sacrifice early military/economic strength by investing more in technology ("tech rush"), with the hopes that the tech dominance will compound and lead to late-game military/economic dominance. I'm thinking of games like Stellaris. Should we mention this here, or elsewhere? DFlhb (talk) 16:46, 21 April 2023 (UTC)
thread_title:  Tech rush