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Difference between revisions of "Topic"
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[[File:Topics.svg|thumb|500px|A diagram of all knowledge topics.]] | [[File:Topics.svg|thumb|500px|A diagram of all knowledge topics.]] | ||
| − | '''Topics''' (also '''Tech''' or '''Innovations''') are part of [[knowledge]]. | + | [[File:Announce_research_icon.png]] '''Topics''' (also '''Tech''' or '''Innovations''') are part of [[knowledge]]. |
| − | There are around 300 innovations that can be discovered. Many of them have requirements, and many do not, so it's kind of a tech forest/grassland rather than a tree. Notably missing are innovations related to practical labors in the game (which will be added later in development). Only the discovery of | + | There are around 300 innovations that can be discovered. Many of them have requirements, and many do not, so it's kind of a tech forest/grassland rather than a tree. Notably missing are innovations related to practical labors in the game (which will be added later in development). Only the discovery of [[Book#Literary_Forms|literary form]] topics has any effect on gameplay, as it allows scholars to write new types of books. |
Several innovations require innovations from other branches, and since all knowledge is individually tracked, that implies some investigators will need to be at least well-read if not skilled in various topics (there aren't currently joint research projects). There are some old and new mechanisms in place to ensure this happens. | Several innovations require innovations from other branches, and since all knowledge is individually tracked, that implies some investigators will need to be at least well-read if not skilled in various topics (there aren't currently joint research projects). There are some old and new mechanisms in place to ensure this happens. | ||
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</blockquote> | </blockquote> | ||
| − | For unskilled roles, some initial back-of-the-envelope calculations and some rough estimates observed through dfHack gives a basic idea of just how long research can take. Note that player testing had found that the skill roll contributes a lot to the breakthrough credit. Even dabbling | + | For unskilled roles, some initial back-of-the-envelope calculations and some rough estimates observed through dfHack gives a basic idea of just how long research can take. Note that player testing had found that the skill roll contributes a lot to the breakthrough credit. Even dabbling dwarves can gain over 2000 breakthrough credit at once and may average around 1000 breakthrough credit. Additionally the formula for the skill roll seems to have a very large spread, players have reported as low as 3000 breakthrough credit and as high as 25000 breakthrough credit awarded to a dwarf with legendary skill. Analytically calculating fr |