Currently I plan to use the following tech levels in the game:
- Tech Level I: Stone Age.
- Tech Level II: Barbarism.
- Tech Level III: Medieval Society.
- Tech Level IV: Industrial Revolution.
- Tech Level V: Computer Age.
- Tech Level VI: Age of the Ancients.
- They define the subset of skills that a character can initially select.
- They modify the costs of acquiring or raising skills later on (if the skill is of a higher tech level).
- They limit the items a character can use without having to learn using them.
- They influence the starting goods a character can select.
Later on a character might be able to increase his tech level (or not). I currently favour an approach where it is possible for a character to rise his tech level. Requirements would be to spend a quite a bit of time in a society of a higher tech level than the character (probably something like a year per target tech level - like 3 years to raise from tech level 2 to 3). Additionally the character probably would have to spend experience points on raising his tech level. Spending additional experience could spend up the process... but so far I have not made up any numbers for this. We'll talk again about that when I get to the experience system of Gaia Gamma ;-)
Ok, enough for today. What do you think: Do we need more tech levels, should there be additional uses for them, etc?