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This article is about the current version of DF.
Note that some content may still need to be updated.

Innovations are part of knowledge, an upcoming feature in the next release.

There are around 300 innovations that can 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).

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.

History

Innovations for historians are, in part, writing forms like biography, and then any historian that reads a biography can start writing them as well. Innovations include comparative biographies describing multiple people, and matters of sourcing, etc.

Philosophy

The specific view that a philosopher takes on, say, the nature of beauty or methods of education will depend on their individual/cultural values, where they apply, and a philosopher that encounters a philosophy book on beauty can then provide their own take (having acquired the innovation).

Toady on philosophy innovations:

For fields like philosophy, I've tried not to make judgments about which ideas are "right" or anything like that, but rather which subjects can be thought about at all.

Natural science

Toady on natural science innovations:

And so on through the other seven branches - there are innovations in naturalist writings, for example, and then they can investigate specific critters with those in mind when they get down to work observing foraging behavior or performing dissections.