HotM:Research

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Revision as of 10:18, 5 April 2024 by X4000Chris (talk | contribs) (Created page with "== Intro == First off, I should note that at no point does the game sit you down and say "this is how research works." It doesn't really need to, as it comes up contextually...")
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Intro

First off, I should note that at no point does the game sit you down and say "this is how research works." It doesn't really need to, as it comes up contextually whenever it's relevant. However, I'm trying to explain this in a clear and broad way, so I'm going to do so in an organized fashion.

Initial Key Terms

  • Unlocks are a term for basically... new stuff. Whatever it is. Some piece of equipment, a new type of android, a new mech, several new androids, a new structure type, new job to go in a structure, new abilities for units, new resources that can be used, and a couple of other things.
  • Upgrades are a term for improving... something. These have no direct relation to unlocks. They are whatever they say they are.
    • So it might be an increase in the building cap for a certain class of jobs, which includes some jobs that you don't even have unlocked yet, for example.
    • It might be a firepower upgrade to "all shotguns," and you only have one at the moment, but there are 5 you could have later that would also be benefitting from this.
    • Or it might be to a specific stat of some specific class of unit. Or building. Or job, or equipment. Or it might be something really super duper hyper specific. The system is incredibly flexible.
  • Research Domains are a way of getting more unlocks and upgrades, but not at all the only way.
    • A research domain is an arbitrary thing, and there are as many of them as I feel like there being.
    • One particular unlock or upgrade might be in multiple domains; unlocks are only unlocked once per timeline, but upgrades are typically done multiple times, sometimes many times, in a single timeline.
    • Think of a research domain as being kind of like a big grab bag of possibilities. But you can't get that bag without first having inspiration.
  • Projects are things that you do. They're objectives large or small.
    • Minor ones have only one possible outcome and auto-complete when you meet the criteria.
    • Main projects have multiple possible outcomes, and end when you choose for them to.
  • Missions are a thing that NPC groups do, from time to time.
    • They might be friend or foe or something in between. Typically foe-or-neutral.
    • A mission has two possible outcomes: the NPC group succeeds in whatever they are up to; or they run out of time and give up.
      • If they run out of time, and they were a foe to you, then this is considered you thwarting that mission.