VBAM Second Edition Preview 1A:
Sample Tech Tree
In an addendum to the material posted on Wednesday, here is a sample updated tech tree that shows the relations between most of the basic technologies that are to be included in the 2E Campaign Guide, as well as a general overview of why some of those technologies are interrelated in the way they are. The overall intent of the Technology Prerequisite rules is to create a series of interlocking dependencies that will create technological “choke points” that can then be tied back to the Empire Tech Levels.
Below is a general overview of each of the technologies. Some are missing, but those tend to be the more advanced technologies. Missing are a few technologies, such as Construction, that I am still trying to determine the best “hook” for. Feedback, either here or at the VBAM forums, is both welcomed and encouraged.
Attrition
Unlocking this technology represents that the empire has developed the ability to field real land armies. Troops can be built only after Attrition is unlocked.
Command
Unlocking this technology demonstrates that a power has developed effective command and control capabilities so that armies can find in an organized manner.
Anti-Ground
Unlocking this technology indicates that an empire has developed the means to meaningfully engage enemy ground combat units. Prior to the invention of Anti-Ground weapons, armies would be incapable of actually hurting one another.
Anti-Sea
Once a civilization is capable of fighting ground campaigns over great distances, it will turn its eye towards naval warfare. Unlocking this technology allows an empire to beging building Seacraft and utilizing Anti-Sea weapons.
Science
An empire must demonstrate basic knowledge of Science before it can attain any kind of real technological advancement.
Medical
Unlocking the biological sciences will allow an empire to begin repairing its damaged ground combat units.
Assault
The advent of naval warfare will necessarily lead to empires requiring their ships to perform coastal invasions of enemy territories.
Cargo
The siren song of wealth offered by maritime trade will cause naval powers to develop large cargo vessels to exploit foreign markets.
Diplomatic
Strong leadership and charisma, usually in the form of influential civil or martial commanders, is required to make diplomacy possible.
Towing
Naval powers must learn how to tow beleaguered units from one location to another.
Anti-Air
One an empire has matured, having mastered ground and naval warfare, it will inevitably develop craft capable of flight. The development of Anti-Air weapons coincides with the introduction of Aircraft.
Bombardment
Advancements in conventional and naval guns allow units to begin performing strategic bombardment attacks against enemy targets.
WMD
The development of air-based delivery systems allows an empire to unlock Weapons of Mass Destruction (WMDs).
Siege
Defense
This technology is an evolution of air travel and allows an empire to begin building units capable of surviving in the vacuum of space. Starbases and Satellites are now available.
Engine
Following the invention of spaceflight, an empire can develop a means of propulsion that will allow them to begin building Starships and Flights. However, only Atmospheric Starships will be available if the empire has not already unlocked Shipyards.
Atmospheric
Now that powered flight is a real possibility, an empire can develop Atmospheric units that can be launched easily from within a gravity well.
Anti-Ship/Anti-Fighter
The ability to build Starships and Flights has opened up the doors for new weapons to be developed, allowing empires to wage battles in space.
Endurance
Now that units are capable of long-term space voyages, the issue of keeping them in supply becomes important.
Shipyard
Once an empire can build fixed orbital installations, it can unlock the ability to build facilities capable of building Starships.
Sensors
Unlocking this technology allows an empire to track celestial objects with greater accuracy.
FTL
Once interplanetary flight is mastered, an empire can then learn how to build faster-than-light (FTL) drives capable of taking them to the stars.


December 16th, 2009 01:27
Seems like a lot of these techs are mostly useful to pre-starflight empires, it would be interesting to fight a VBAM campaign on a planetary surface between two planet-based empires starting from scratch…