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Knowledge Diffusion
Discovery Mechanics · Design document §1.2
When a breakthrough becomes widespread among civilisations, it passes from cutting-edge discovery to common knowledge. This prevents runaway leads and ensures historically inevitable technologies reach everyone eventually. It counts only the civilisations a civilisation has met, and only breakthroughs it could study (their prerequisites discovered).
After the Printing Press (MC06): when half or more of a civilisation's contacts hold a CORE or STANDARD breakthrough, it arrives free 10 turns later, idea and all. The free exchange of printed ideas makes common knowledge genuinely common.
After the Internet (CP04): the delay falls to 5 turns, and UNCOMMON breakthroughs arrive the same way.
Always: RARE and UNIQUE breakthroughs never diffuse. Seeing what a rival has, its units and buildings, reveals it (observational revelation, §1.4): diffusion's first stage, which grants nothing but the knowledge that a thing is possible.
Proposed, not yet decided or measured: the old design's roll bonuses, before the Printing Press and for UNCOMMON and RARE breakthroughs, become effects on ideas: when half a civilisation's contacts hold a breakthrough, its idea occurs to the civilisation, or comes back if it was lost, and the larger bonuses add a head start. Only the automatic arrivals above are in the simulator.
Generated from design/tech_tree.md (v3.127) — edit the document, not the wiki. Home · Breakthrough index · Changelog
Rules
- Discovery Mechanics
- Breakthrough Tiers
- Competing Solutions
- Knowledge Diffusion
- Environmental Modifiers
- Discovery States
- Grand Endeavours
- Eras
- From the start: Fire · Foraging · Stonework · Observation · Social Organization · Seafaring
- Opening in the Primitive era: Farming · Animal Husbandry · Mining · Metallurgy · Warfare · Philosophy and the Arts · Textiles & Materials · Water Management
- Opening in the Ancient era: Construction · Mathematics · Medicine · Trade · Mechanics · Chemistry · Optics
- Opening in the Classical era: Energy Systems
- Opening in the Medieval era: Electricity
- Opening in the Early Modern era: Thermodynamics · Quintessic Physics · Relativity & Cosmology
- Opening in the Modern era: Electronics · Nuclear Physics · Quantum Physics · Rocketry · Materials Science · Genetics · Aeronautics
- Opening in the Atomic era: Computing · Space Engineering
Endgame and worlds
- FTL Endgame
- FTL in Elemental Worlds
- Victories
- World Truths
- Foundational Questions
- Worked Example Worlds
- Game Balance Rules
Reference