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<blockquote data-quote="innerdude" data-source="post: 6230149" data-attributes="member: 85870"><p>Savage Worlds would make this a WHOLE lot easier, at least from a unit-upgrade perspective. </p><p></p><p>You set the baseline tech trees, then as the tech trees upgrade, you merely upgrade the capacity of the units being produced under current circumstances. </p><p></p><p></p><p>For example: </p><p></p><p>Basic Tech Level 1, no upgrades: You get units with Fighting / Shooting d6, with no armor</p><p>Tech Level 1, minor upgrade: Units still have fighting shooting d6, but now have the Aim or Block edges, depending on whether they're melee or ranged, and +1 Armor</p><p></p><p>Tech Level 2: All units produced now have a fighting / shooting of d8. </p><p>Tech Level 2, minor upgrade: Units now have Aim / Block, AND Frenzy. Armor goes to +2. </p><p></p><p>And so on. The fact that there's almost no connection necessary between the incremental unit upgrades in Savage Worlds would make it a very good choice for the unit-level stuff. </p><p></p><p>All of the resource-gathering and tech level analysis is all going to have to be houseruled anyway. And you can decide whether a tech-level upgrade automatically upgrades all units automatically (like in most RTS games), or the old units still have the old stats, and the new units have the new stats.</p></blockquote><p></p>
[QUOTE="innerdude, post: 6230149, member: 85870"] Savage Worlds would make this a WHOLE lot easier, at least from a unit-upgrade perspective. You set the baseline tech trees, then as the tech trees upgrade, you merely upgrade the capacity of the units being produced under current circumstances. For example: Basic Tech Level 1, no upgrades: You get units with Fighting / Shooting d6, with no armor Tech Level 1, minor upgrade: Units still have fighting shooting d6, but now have the Aim or Block edges, depending on whether they're melee or ranged, and +1 Armor Tech Level 2: All units produced now have a fighting / shooting of d8. Tech Level 2, minor upgrade: Units now have Aim / Block, AND Frenzy. Armor goes to +2. And so on. The fact that there's almost no connection necessary between the incremental unit upgrades in Savage Worlds would make it a very good choice for the unit-level stuff. All of the resource-gathering and tech level analysis is all going to have to be houseruled anyway. And you can decide whether a tech-level upgrade automatically upgrades all units automatically (like in most RTS games), or the old units still have the old stats, and the new units have the new stats. [/QUOTE]
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