dd.stevenson
Super KY
I don't think that's going to matter much, as the tech tree is at its core nothing more than an arbitrary ordering of projects. Since most euro games already arbitrarily order their projects (via luck of the draw) I don't think it'll be terribly problematic for you to choose the order ahead of time.It's certainly not how I was thinking of it, but you're not wrong. That having been said I cannot think of a cooperative board game which also has a tech tree mechanic.
Note I'm only suggesting ripping out the resource allocation sub-game and re-writing the cards using the same basic math. By doing this, you make it pretty likely that your pacing and inter-player balance is going to work out of the box without additional playtesting--which is a pretty darn nice advantage if you're designing a homebrew system for a single campaign.
I'm really into spreadsheets as gm aids, but do you want a spreadsheet on a computer screen to replace the gameboard for the strategic layer? Or are you thinking that the players ask you whenever they need to know anything about the strategic game situation? (Honest question.)OTOH I was actually thinking that a spreadsheet would be a handy tool for tracking a lot of stuff. The goal of the project as a core mechanic at the strategy layer is to give myself a single simple mechanic with which to handle stuff as disparate as developing new aerospace craft, running an intelligence op, and designing a new training program.