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:
  • 1
  • 2


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.

Provides:
Allows Theory:
Allows Development:
  • General Electronics (dev)
  • 2
Allows Technology:
  • 1
  • 2

©2005 Steven Rehn