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RE: [FT] Tech Trees

From: "laserlight@q..." <laserlight@quixnet.net>
Date: Tue, 5 Feb 2002 14:13:24 -0500
Subject: RE: [FT] Tech Trees

>Thomas Barclay kaladorn@magma.ca
>OTOH, what if you're trying to simulate different 
tech progressions? You have (as I see it) two 
areas you can approach this from: Limiting 
system types by "tech level" and affecting the 
costs and or masses by the same degree. 

For weapons, you can also adjust the range--eg Obsolete Beams have 4"
range bands, 2nd Line have 5", Bleeding Edge have 8", etc.  

You might also apply a diffusion factor and espionage factors to even
things out--it's a lot cheaper and easier to be second than first in a
particular field.

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