# Implementation Plan: Full Technology Progression (superseded) > Superseded by `tasks/tech-tree-plan-v0.2.md`. Retained only as a record of the rejected factory-reskin direction. ## Overview Turn the design in `docs/tech-tree-v0.1.md` into a data-driven research and progression system after the current demo loop is stable. The implementation proceeds in playable vertical slices: first load and validate the catalog, then make each era playable from mining through research unlock, and finally add the heart-furnace victory loop and pacing telemetry. This is post-demo scope and does not change the completion bar for Tasks 1–11 in `tasks/plan.md`. ## Architecture decisions - The CSV is a design interchange file, not runtime authority. Runtime content should use a typed Godot `Resource` or equivalent structured data generated from the same identifiers. - Technologies, recipes, buildings, UI labels, save data, and achievements reference stable IDs; display names remain localizable data. - Research is fixed-tick and event-driven like the current machine simulation. A lab wakes on input, queue, completion, or unlock changes rather than polling independently each frame. - Unlock evaluation lives in the simulation layer. UI only displays state and submits commands. - Every era is delivered as a complete loop: resource access → processing → research material → gate technology → visible objective. - The 8/24-hour targets are verified by route simulation and instrumented playtests, not inferred from green unit tests. ## Dependency graph ```text TT1 catalog contract | +----> TT2 graph/cost validator | v TT3 research runtime ----> TT4 UI + save | v TT5 T0/T1 slice -> TT6 T2 slice -> TT7 T3 slice -> TT8 T4 slice -> TT9 T5 + victory | | +------>-------+ v TT10 optional/postgame | v TT11 telemetry/tuning ``` ## Task list ### Phase 1: Data and rules - [ ] TT1: Define stable technology, recipe, building, and unlock IDs - [ ] TT2: Add dependency validation and route-cost simulation - [ ] TT3: Implement fixed-tick research runtime - [ ] TT4: Add research UI, queue commands, and save state ### Checkpoint: Research foundation - [ ] The full catalog loads with no duplicate, missing, cyclic, or role-invalid dependency - [ ] A headless test researches a node by consuming exact item counts - [ ] Save/load preserves completed and partial research exactly ### Phase 2: Early playable progression - [ ] TT5: Deliver T0/T1 from repair milestones to automated cyan tablets - [ ] TT6: Deliver T2 mana-logistics and ether-fluid introduction ### Checkpoint: Early game - [ ] A fresh run reaches crimson-tablet production without debug spawning - [ ] Existing belt, mana-pipe, and bridge-arm behavior remains deterministic - [ ] Every stopped lab or production machine exposes a readable reason ### Phase 3: Midgame scale - [ ] TT7: Deliver T3 alchemy, precision construction, and leyline survey - [ ] TT8: Deliver T4 cross-island shipping, phase metallurgy, and emerald tablets ### Checkpoint: Midgame - [ ] At least one required resource must arrive from another island - [ ] Violet and emerald recipes exercise the intended multi-stage chains - [ ] A reference factory meets the normal and expert tablet-rate targets ### Phase 4: Endgame and continuation - [ ] TT9: Deliver T5 source extraction, heart furnace, timed ignition, and achievements - [ ] TT10: Add comfort, warding, and repeatable postgame branches ### Checkpoint: Complete progression - [ ] Mainline can finish without researching any O-role node - [ ] Completing G13 alone cannot trigger victory - [ ] First stable ignition records one authoritative completion time and unlocks postgame research ### Phase 5: Pacing proof - [ ] TT11: Add route telemetry, benchmark saves, and 8/24-hour balance gates ### Checkpoint: Release candidate - [ ] Expert-route P50 is at most 7:15 and P90 at most 8:00 - [ ] Experienced first-play P50 is 18–21 hours and P75 at most 24:00 - [ ] No mainline wait exceeds five minutes when the era reference factory meets target throughput ## Risks and mitigations | Risk | Impact | Mitigation | |---|---:|---| | Sixty-two technologies create content before the core is fun | High | Implement by era and stop at every checkpoint for a complete playable test | | Research logic duplicates recipe/building unlock rules | High | One ID-based unlock service is authoritative for simulation, UI, and saving | | Random map distance determines achievement validity | High | Clamp required-resource distance and ship fixed benchmark seeds | | Optional automation becomes secretly mandatory for 24 hours | High | Maintain a no-comfort-tech reference route and compare it with the recommended route | | Speedrun balance removes normal-player breathing room | High | Tune guidance and convenience separately from mainline material cost | | High-tier factories overload scene nodes | High | Preserve data-oriented simulation, sleeping machines, and batched visible rendering | ## Open decisions with safe defaults - Hostile enemies: default to environmental hazards and optional warding until combat receives its own approved design. - Campaign map: use a bounded handcrafted resource topology for balance tests; procedural variants must satisfy the same distance envelope. - Localization names: treat names in v0.1 as Chinese working names while IDs remain stable. - Achievement clock: count simulation time only, excluding pause/load/non-interactive cutscenes. - Existing demo: keep its all-tools-available showcase mode even after campaign unlock rules exist.