Tech Tree System

Progression Philosophy

Core Principle: Can’t create/have 4 upgrades per item. If 10 is best, maybe limit to 4-5 max levels per structure to reduce complexity.

Upgrade Categories

Plot Expansion

  • More plots → Upgrade crafting recipe for plot expansion
  • New plots unlock additional growing capacity
  • Strategic placement becomes important

Storage Systems

Larger Inventory:

  • Level 1: 10 slots
  • Level 2-3: 50 slots
  • Level 4: 100 slots

Linear progression with significant capacity jumps.

Crafting System

  • Crafting recipes unlocked at Level 5
  • Heavy production → Later levels, more soil types
  • Progressive complexity in recipes

Building Unlocks

3 main buildings unlocked readily when needed based on work progress:

  • Buildings unlock based on player progression
  • Tied to resource needs and game flow

Resource Diversification

Material Types

Users get new products during gameplay with different input/output ratios:

  • More products = more resource types needed
  • Craft knowledge unlocks: Machines export related items

XP & Leveling

XP amounts vary by difficulty:

  • Different solutions have different XP requirements
  • Level up requirement: 20 XP (Level 4.17 example)
  • Fine-tuned progression curve

Harvesting & Production Upgrades

Infrastructure Upgrades Available

  • Power systems
  • Small water supply
  • Power approach (mostly)
  • Track systems
  • Repair capabilities (both level 20)

Advanced Systems

“Positive navigation” - Advanced solar supply (within 10 days)

New tools and materials switchable:

  • Expand loans: unlock wings, messaging
  • Offline value displays
  • Unlock focus for travel version

Hydroponics Path

  • Cultivate machines
  • Generate materials for hydroponics
  • Build fruit hydroponics
  • Provide damage partition
  • Simple progression system

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