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
Related: