This looks fun. Before brainstorming specific techs though, I think we should clarify how the Individual and Team parts of the game interact. For example how much of an advantage to your character progress is gained by belonging to a highly progressed nation? I think it might work best if characters of different nations remained on fairly equal footing, so that if a new player joins a weaker nation, that won't inhibit their ability to create a strong character.
In order to keep the two parts of the game somewhat independent of each other, we will need goals for nations beyond "if my nation is strong that makes me strong". If we give some stated goals for nations, saying "the first nation(s) to meet XYZ criteria are the winners", then we could create tech trees that further progress toward those goals without necessarily buffing the characters in that nation.
Is this close to what you were thinking SG? If so, I think we should figure out the Nation/Team Goals first, so that we can build the techs off of that.
Goals will be part of the main storyline and will not be revealed at this point.
Most techs should mostly benefit the element, and not that much individual players. Some nations being weaker is not a big deal because when we reset the players, we reset the nations as well.
Yes, I have decided that we need to reset the players after each WoE. It has many advantages over the continuous system, and it's also what the majority wanted in the poll. I'm glad I realized the problem before we started because it would have killed WoE in the long run.
Here is the general idea of what the trees should do:
CULTURE
Enables mostly buildings that have various mechanics, plus increase the
influence of the element. Influence is like the non-violet power of the element.
ECONOMY
Things that improve trading and generate revenue.
PRODUCTION
Either speed up city production or give the ability to build improvements on hexes (mines, roads, etc.)
SCIENCE
Speed up research and gain access to various unique buildings.
MILITARY
Buffs PvP stuff.
DIPLOMATICS
Peace, Alliances, spying, etc.
Some techs might instantly give some buffs or abilities, but most of them follow this pattern:
1. Research a new tech and gain access to a new building. (research)
2. Build that building and gain a bonus etc. (production)
Cities have limited number of slots where you can build. The number of slots depends on the population of the City. Population increases automatically each Day, and new slots open when requirements are met.
After techs are ready, we need to revisit all the skill trees and make some changes so that skills match the new techs.