Sword of the Stars’ Research Tree

Sword of the Stars was an-under-the-radar 4X for many, which is a true shame. There are quite a few ways in which Kerberos tried to break the 4X-genre mold and I wish more developers were trying something similar. However, it’s the game’s technology tree that stood out to me as a gameplay mechanic I’d like to see others emulate.

I’d do my best to explain the uniqueness to this mechanic, but the Sword of the Stars Wiki does a fantastic job already:

“Players will have their own uniquely generated technology tree regardless of race. This prevents the development of an optimal technology progression and adds strategic challenge to your game – what do you do if you rush to get, say, Bursters, only to find that they do not appear in your technology tree?

All players of the same race will share the same statistical weights on each branch of the technology tree, but whether the “dice” give that branch or not is determined independently for each player.

Not all branches have random weights though. There will always be a central core of vital technologies all players will have in every game. These “core technologies” comprise about 30% of the technology tree. While it is possible to only have core technologies or to have all techs that are available for your race, it is very, very unlikely. “It’s possible like winning the lottery is possible…random chance does allow it…BUT that is MUCH different than saying you are likely ever to see it.

You only learn what a tech leads to once it’s finished and any mandatory prerequisites for the subsequent tech are met. For example, you won’t know if VRF Technology leads to Point Defense Tracking until you’ve finished VRF, and you won’t know if Mass Drivers leads to Bursters until you’ve got a ship that can hold large turrets. Randomized technologies that you do not have access to in the game do NOT appear in the Tech Tree at all. And there will be NO indication in the tree which techs are random and which are not. Each game is an island unto itself.

The technology tree is set at the start of the game initialization.

The game “rolls” for each link on the tech tree until it comes to a dead-end (a “failed” roll) and it stops rolling for that branch. This effectively sets the remaining techs on that branch to null chance. The game then moves on to next branch where, if that branch has a link back into a previous branch, it may result in a previously null tech being introduced to your tree with subsequent techs on that branch now rolled randomly until that fails and nulls any remaining techs on that branch again. This is repeated for every branch in all the Technology Categories listed below.

One of the more curious side effects of this is that techs with multiple tech requirements can be rolled for even if you don’t roll up all the requirements. Missing requirements that don’t give links to a tech don’t stop rolls for the links to that tech from happening. For example, Arcology Construction requires both Polysilicate Alloys and Environmental Tailoring but is only linked to by Polysilicate Alloys. So if the roll for the link from Polysilicate Alloys to Arcology Construction succeeds but the roll for Environmental Tailoring from Atmospheric Adaptation fails, Arcology Construction won’t show up in the Tech Tree. But if you acquire Environmental Tailoring later in the game (say through Salvaging, see below), Arcology Construction will then show up and be available to research as normal.

After game initialization, the only way to get technologies not in your tech tree is through (a gameplay mechanic called) Salvaging.”

Sword of the Stars Wiki

The reason that this system works so well is accurately described above, but I’ll reiterate the point: it allows for unique gameplay every time you play the game, even when playing as races you’ve played as before. Not only that, but the excitement of discovery is elevated by the fact that topics only reveal themselves as you discover the preceding technologies.

It’s a system that I wish more developers would adopt. Admittedly, I grow a bit tired of eventually finding the “optimal path” in most 4X-game technology trees and I think that this system was a brilliant way to overcome that perceived staleness.

What did you guys think of the Technology Tree from Sword of the Stars?

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10 Comments

Niblick Henbane 7 years ago

That tears it; I’ve had this one sitting on my wish list on steam for a little while now after hearing much talking this community about it, and I’m now going to have to pull the trigger. I love it when developers try to tackle problems with optimal paths in tech trees.
Stellaris had a really good idea with the randomization of presented technologies within any given tech level in its tree, but unfortunately the impact was massively lessened by only the society research techs having interesting fundamentally game changing effects on gameplay.
Fortunately, it seems many developers now, (especially as many of them are also avid strategy gamers), have realized the issue and are really boldly approaching the tech dilemma from a variety of different avenues.
Thanks for bringing this to my attention, Rob.

Rob Honaker 7 years ago

It was truly ahead of its time. It’s a damn shame that the sequel was so awful.

Chris Brinkley 7 years ago

When you play SotS, look for items that made their way into Stellaris. Remember that Paradox forced Kerberos to do their “bare bones release then add DLC ad infinitum” for SotS2 and it didn’t go well.

Stellaris did make good use of the ideas it got from SotS2, but it’s a pale shadow in my opinion.

You’ll love SotS!

Mario Figueiredo 7 years ago

Absolutely brilliant! This is exactly the type of transformations I wish we would see more in the 4x genre. We do not need redefinition of a genre. We don’t really want it on a genre we love so much. But we need smart ideas to tackle its deficiencies.

I was unaware of this mechanic. I never played the game and looking at its Wikipedia entry I now know why: It was launched during a 2 year hiatus on which I was completely invested on my work.

I have my own thoughts on why we see so little of this. And seeing studios so often touting their games around the wrong ideas is a telltale sign of how little designers themselves want to deviate from a proven, but demonstrably flawed happy path for 4x design and implementation. Not so long ago I was rolling my eyes at some game I cannot even remember its name anymore that was announcing large numbers like they were going out of style, 300+ tech tree, thousands of ship configurations, etc…

We know innovators are always far and few in between. It’s the natural order of things. But what is different from other areas of technology is that the game entertainment system is deeply rooted in commercial constraints. And ideas like this — or Fields of Glory decadence mechanic, to name only two — that really try to answer the problems with new game design approaches are just simply not copied anywhere, unless we are fortunate enough for it to have been implemented on a massive hit game.

GermanDad (@German_Dad) 7 years ago

best technology tree ever!

it was realy a shame that SotS2 didn’t have more success. but even with the bad AI i played it nearly 400 hours.

T1it 7 years ago

Yup, still ahead of it’s time apparently, no other 4X adopts this type of randomization!

The sequel had (and still has) too many technical problems and barely-functional AI, otherwise it’s actually a better game.

expalphalog 7 years ago

Sounds amazing. I need to break down and buy this one!

fiendishrabbit 7 years ago

There are many reasons to pick up this game. Meaningful ship design, several truly unique races (every race has its unique ship types and unique mode of star travel that affects how you play) and an overall pretty awesome design. Used to be my favorite even if I haven’t played it for a couple of years now.

Tdoggs 7 years ago

I think you’re spot on about the tech tree mechanics

Rob Honaker 7 years ago

Stop using WordPress comments lol

No one will see it since we’ve moved to Disqus

Sword of the Stars’ Research Tree