Electronics
(general)
Prerequisites:
Required Theory:
|
Required or Contributory
Development:
- Electronics (dev)
- Optical Electronics (dev)
- Quantum Electronics (dev)
- Spintronics (dev)
- Superconducting Electronics (dev)
|
Contributory or Required
Observations:
|
Description:
This is the catch-all
category for whatever type of electronics-equivalent you are able to
make best. Many technologies depend on being able to do
electronic effects, and this category supplies that as long as you have
one of the prerequisite theories.
The development level of General Electronics (dev)
should depend on the levels of the previous developments, except not
necessarily linearly. E1, E2, E3, ... are the levels of various
electronics developments. The total electronics development is
(E1^1/N+E2^1/N+E3^1/N+...)^N , where N is the coupling factor,
which should be variable between games. An example coupling
factor selector is N=10^(6*rand - 3) , which gives a value from 10^-3
to 10^3. A very low coupling factor means that the total
electronics is very close to the linear sum of the elements. A
very high coupling factor means that the sum is much less than that,
but higher the more _different_ types you have researched.
The rationale for this is that different types of
electronics work somewhat well together, and the first few electronic
components of a new type tend to be the most utilitarian ones available.