Technology
Technology represents acquired knowledge of the colony. It can be used to unlock 3 categories of upgrades:
- New buildings.
- New recipes.
- Player tools.
Improving technology is fairly straightforward:
- Select a technology choice whose prerequiste technologies have already been researched.
- Produce tech points of the appropriate varieties until the technology is paid for.
Acquiring technology points
Emergence leans directly on genre conventions for technology research. There are several varieties of technology points. These are produced via a research recipe, which is crafted at a specific research building using research ingredients. When the recipe is complete, tech points of the correct variety will be supplied. These recipes cannot be crafted if there is no use for the tech points.
We diverge from base Factorio in several ways however:
- each variety of science requires a unique research building
- research recipes can have other crafting requirements, such as requiring workers, only being able to be performed in the dark, or needing cold temperatures
- research buildings are sometime reused to craft other recipes
Building and recipes
These make up the majority of the technology upgrades. Each of these upgrades either:
- unlocks a useful end product or structure, and any new recipe needed to create it
- provide an alternative way to create an already useful good
Critically, new recipes are never unlocked without a use. This avoids "dead" upgrades, and encourages players to immediately play with the research they unlocked.
Player tools
Several categories of upgrade belong here:
- basic upgrades
- informational upgrades
- local, regional and global production statistics
- recipe lookups
- organism statistics
- soil and water statistics
- signal overlays
- geographical status overlays
- unit goals and actions
- expanded encyclopedia entries
- simulation sandbox upgrades
- this is a special creative mode, used to test designs quickly and at no cost
- time is paused while in this mode
- further upgrades unlock the ability to further modify environmental conditions, speed up time, get more space and so on
- production planner capabilities belong in this tree
- quality-of-life upgrades
- blueprints
- customizable alerts
- map notes
- complexity upgrades
- domestication
- guided evolution research
- maximum number of strains of each species
- tame and perform guided-evolution research on multiple species at once
- complex game mechanics unlocked via guided-evolution research
- research queues
Types of Technology
Technology is split into several variants in order to provide more diverse resource sinks and gate technology behind mastery of prerequisite systems. Each variety presents a puzzle that teaches a lesson about an area of the game through the ingredients required and the crafting requirements of the research recipe.
Some technologies may require multiple distinct varieties of research, and may depend on research from other trees.
Food Research
Uses: unlock new meals, and more efficient ways to store and process food.
Ingredients: mushrooms and fruit
Recipe building: kitchen
Crafting conditions: 1 worker
Lessons: generate a surplus production of food.
Agricultural Research
Uses: unlock domestication and guided evolution, improve agricultural production
Ingredients: compost, seeds and water
Recipe building: research station
Crafting conditions: bright sun, 1 worker
Lessons: learn how to create basic resources for agriculture
Construction Research
Uses: unlock new buildings, building materials and terraforming
Ingredients: dirt, wood and adhesive
Recipe building: workbench
Crafting conditions: 1 worker
Lessons: sustainable production of mid-tier building ingredients
Logistic Research
Uses: unlock better ways to move goods and units around
Ingredients: daub and rope
Recipe building: manufactory
Crafting conditions: 3 workers
Lessons: assemble goods from a more complex production chain
Pure Research
Uses: unlock overlays and other informational / QoL upgrades
Ingredients: anything, but with a hard cap for each item type
Recipe building: playground
Crafting conditions: 1 worker
Lessons: try out new things!