• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:19
CEST 17:19
KST 00:19
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy9uThermal's 2v2 Tour: $15,000 Main Event18
Community News
Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris32Weekly Cups (Aug 11-17): MaxPax triples again!13Weekly Cups (Aug 4-10): MaxPax wins a triple6SC2's Safe House 2 - October 18 & 195
StarCraft 2
General
Greatest Players of All Time: 2025 Update #1: Maru - Greatest Players of All Time A Eulogy for the Six Pool Geoff 'iNcontroL' Robinson has passed away #2: Serral - Greatest Players of All Time
Tourneys
$5,000 WardiTV Summer Championship 2025 Esports World Cup 2025 Maestros of The Game—$20k event w/ live finals in Paris Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays
Strategy
Custom Maps
External Content
Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies Mutation # 485 Death from Below
Brood War
General
Post ASL20 Ro24 discussion. No Rain in ASL20? BW General Discussion BSL Polish World Championship 2025 20-21 September BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues [ASL20] Ro24 Group F [ASL20] Ro24 Group E [IPSL] CSLAN Review and CSLPRO Reimagined!
Strategy
Muta micro map competition Simple Questions, Simple Answers Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Dawn of War IV Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The year 2050 European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s) Gtx660 graphics card replacement
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
How Culture and Conflict Imp…
TrAiDoS
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
[Girl blog} My fema…
artosisisthebest
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2311 users

Thoughts on Research and Upgrades in RTS

Blogs > waywardstrategy
Post a Reply
waywardstrategy
Profile Blog Joined October 2015
United States62 Posts
June 08 2020 17:00 GMT
#1
(you can read the original post at my personal blog if you want: https://waywardstrategy.com/2020/06/08/the-tapestry-of-rts-design-upgrades-and-research/ )

Research. Upgrades. The topic is something I've been thinking about quite a bit lately. I think some of the interest comes from my renewed attention to Warcraft 3 thanks to Reforged (I haven't refunded it and keep coming back to the game in spite of the flaws). But, most strategy games include an upgrade system of some sort. Regarding WarCraft 3: I personally find the upgrade systems in Blizzard's games (specifically, the WarCraft and StarCraft franchises) a bit lacking and have been trying to articulate precisely why. But... more on that later. We'll work our way back around to talking about that.

Gating mechanisms are pretty integral to RTS design: population cap curbs army growth, resources force the player to make tough choices about how they are going to define their core strategy at any given point in the game. And for many games, a big part of this, too, are research or upgrade systems.

While resources serve to force the player to make economical decisions to pursue a strategy (and prevent them from pursuing too many paths towards victory at once), and population cap gates how fast a player is able to expand their total military might, research serves as a kind of 'god of the gaps' - it's often used to gate access to game-changing abilities and to handle how early-game units scale into the end game.

At its best, research and upgrade allow the player to adapt to the battlefield and increase replayability of a game by presenting different choices and interaction. The permanence of research is something else of interest to me: often, upgrades in strategy games are elements that cannot be removed once gained. You can't lose that +1 armor for your infantry, though its impact is variable because, of course, you can lose your infantry.

At its worst, research and upgrades can provide the player with rote-memory tasks and punish them with invisible numerical disadvantages for forgetting to click the right buttons at the right time.

Let's dig in.

Definitions - What are we working with?

I always like to start by defining my terms. Making sure that everyone involved in discussing a particular topic is on the same page regarding what, specifically, is being discussed is a big priority of mine. So, apologies if this feels a bit reductive or an unnecessary explanation. I just put a lot of stock in being clear.

'Research' and 'upgrades' encompass a wide variety of possible systems in strategy games.

[image loading]
Engineering Bay, from StarCraft 2

In StarCraft and WarCraft games, 'Research' entails functions contained withing some structures which permanently modify one or more types of unit from the point at which the function concludes. This could unlock new abilities, or modify attributes such as attack damage. This has become one of the standard models for upgrades in RTS.
In Command and Conquer games, there's no 'research' as such - simply placing a new building expands the player's tech tree. Kane's Wrath is one major exception here, where some buildings do contain unit upgrades. It is interesting to me that Red Alert 3 stepped back from this.

[image loading]
An example of a 'meta tree' research, as depicted in Supreme Commander 2

Another type of research we see in strategy games is what I'll call a 'meta-tree'. It exists as a separate menu within the game's UI that contains one or more branching paths enabling access to new units, structures, and unit abilities, and enhancements. Sometimes, the nodes on these menus are activated by unlocking a previous node; sometimes, they're activated based on game performance (killing enemy units) or by building certain structures that enable them.

[image loading]
In Dawn of War 2, for example, many squads have multiple upgrades that can be applied: some of these upgrades are mutually exclusive, as with Chaos Space Marine squads

There's another type of 'research' or upgrade that we see: Relic's Dawn of War Company of Heroes games are a good example of this 3rd main category. These are upgrades that are applied to individual units: modifications or abilities granted after a unit interacts with a specific game object. BAR rifles on US forces, for instance.

Whether they exist on their own menu or 'contained' within structures, the effects they have are largely consistent. So this brings, us, finally, to a definition:

Upgrades are permanent or persistent modifiers to game pieces (that is, units or structures) that alter how these game pieces interact with other game pieces in positive ways. Furthermore, upgrades require player interaction, planning, and resources to acquire.
The process of acquiring upgrades, which takes time, is called 'Research'. Below, I want to address both the method of acquiring upgrade modifiers, and to discuss their functions. So, we'll look at how you get upgrades, and what they do.

[image loading]

Squad with Veterancy

Originally, I had written a couple of paragraphs here about how veteran status bonuses from games like Company of Heroes, and hero level stat increases and ability gain are not, technically, upgrades for the purposes of this article. In the (too) many weeks I've been tinkering with this piece, I've come to change my view on that and so I've removed the section.

Going forward, I am going to include any statistic-based bonus to units that is derived by player action and some sort of limiting factor an upgrade. Hero upgrades and unit veterancy might not, strictly speaking, cost resources in the same way that buying a new unit costs resources, but right now I see that as a distinction without a difference. Player action and the limited resource of the player's time and attention and ability to keep the unit alive are important considerations. These upgrades aren't acquired through research, but to me they're still "upgrades" of a sort, though I think I want to address XP and veterancy in its own article.

Upgrade and Research Design - What is the goal?

[image loading]
A research tree from Sins of a Solar Empire

We're going to start by talking about how you get upgrades onto your units. For the purposes of categorization, I'm labeling all of the various methods of making your army better under the heading of 'research' though as we've already addressed, many of the methods of improvement fall into their own unique buckets. A Warcraft hero or Company of Heroes Rifleman Squad leveling up/gaining veteran status isn't really a 'research' action in the same way as clicking on a +1 damage upgrade in a Blacksmith or Armory, but it does involve an expenditure of time, attention, and oftentimes resources in order to keep these units alive and improve them individually.

RTS, as with many genres of game, is defined in part by a constant struggle to include enough depth and breadth to make gameplay consistently replayable and interesting across the longest possible time, contrasted against the need to the game understandable and straightforward enough to not drive players away or annoy them with pointless busywork or poorly implemented systems that they have to fight against in order to succeed.
At their worst, upgrade systems add complexity without doing much about depth. They add busywork button-clicks whose main point of interest is the cost and timing that are associated with them. At their best, upgrade systems add interesting choices to a game, allowing players to specialize and forcing presenting the player with non-trivial options.
All of this, however, begs the question of what the purpose of upgrade systems is in the first place. What's the goal?

[image loading]
In Age of Empires games, it's easy to tell what Age you and your opponent(s) are in from looking at structures, since many change as Age is increased.

I see a couple of objectives for research. First, they're put in place as another focusing and gating mechanism. The player has a lot of options in a strategy game, and must select among them using the limited resources of their income/economy as well as their their time to define how they're going to approach the game. This is especially true in the early minutes of an RTS match, but often remains broadly true regardless of match stage.

A player trying to build everything is never going to be effective: players in RTS typically strive to find the most time- and resource-efficient way to field a winning army composition. How few resources can I use to get to a point where I overpower the enemy?

This is where upgrades can come in. Typically, in the early stages of a competitive match, choosing to research an upgrade can cost as much as a production structure or a handful of units. Take one at the wrong time, and your army will be too small to handle what your opponent will throw at you. But, take an upgrade too late and your army won't have the firepower it needs. As with so much of RTS gameplay, knowing when to click that button (in games where this is the model for applying upgrades to units) is a matter of some finesse and precision.

Buildings provide a spatial and temporal decision tree: when to build, where to build (do I want to hide this structure? Is it vulnerable? Can i protect something by blocking that thing off with my structure? The implications of having whatever is building the structure not doing something else).

Training and positioning of an army are another unique decision tree: where will this unit be most effective? When do I be aggressive? When do I defend? et cetera.

[image loading]

Research is unique in that it often cannot be lost and acts as mostly a force multiplier to something else in the game: this unit type performs better: it harvests more Lumber, or deals more damage, or has a new ability that it didn't have before. The money spent on research makes the other money you spent on units or buildings to be worth more.

Personally, I take what might be an kind of unscientific approach to design in strategy games. I find excitement in having a wide variety of avenues of approach to the game. In fact, my whole definition of game balance in general boils down to: how many viable responses or avenues of approach does a player have at any given time?

If a player has only one real meaningful choice that they can make to improve their position and attempt to win, the game is not balanced, no matter how powerful that 1 approach might be.

I also try to measure the difficulty of performing a particular action versus the difficulty of stopping it, bearing in mind the weight of how game-changing the action would be if successful. Basically: how many choices does the player have, how risky are they, and what is the impact if they pull it off, and how many viable choices does the opponent have in turn?
Basically, I feel like the player's paths to choose how to approach a situation in a strategy game are what drives the interest in a strategy game. And so, that's how I judge the effectiveness of upgrades in strategy games. What options do they open up for the player? What interesting choices do they present?

Strategy-Based Upgrade Design
[image loading]
In WarCraft 3 and StarCraft, having a poorly upgraded army can be a death sentence. But keeping track of unit upgrades is an unintuitive process

In my mind, the weapon and armor upgrades often seen in Blizzard RTS design are 'bottom of the barrel' in terms of how research can shape a game.

Now look. It's not that these systems are bad per se, just that to me they form a less than ideal scenario. Blizzard know what they're doing, of course. They're a celebrated game studio with probably tens or hundreds of millions of players of their games, and I'm just one fat guy behind a computer.

There's a delicate balance to the system they implemented. Their designers craft precise interactions that are modified by these upgrades. One excellent example is how zealots and zerglings interact based on their damage and armor upgrades: a zergling with +1 armor over the Zealots attack upgrades will survive an extra hit from the Zealot. This has a lot of implications on how Zerg can stand up to Protosss in StarCraft 2.

Compare this to an example in Grey Goo. Normally, the Human faction's Lancer unit deals Void Ray like damage to enemies: it deals increasing damage over time to a single target. There's an upgrade in the game called 'Railgun Systems' that swaps out the Lancer's attack: instead of single target anti-armor, the Lancer's attack does damage in a line against swarms of light units.

[image loading]

While Grey Goo is arguably not nearly as good a game as StarCraft 2, I personally feel that the strategic and tactical choice around this upgrade is far more interesting than almost any upgrade in Blizzard's far more popular game.

Not every upgrade in Grey Goo has the same level of interest: another upgrade choice for the Humans turns harvester units invisible, while there's one that allows certain classes of turret to remain powered even when they're supposed to be offline. But, to me, this one example is perfect to describe what I'm looking for. This is a meaningful choice that has a dramatic impact on the game.

The Dawn of War games have similar choices: The Necron Lord, for instance, has to choose a limited number of Wargear items to research at any given time, and many squads have mutually exclusive upgrades that change how they handle combat. Individual Chaos Space Marines squads, for example, can choose to outfit themselves with either the Mark of Khorne, which makes them melee specialists, or the Mark of Tzeentch, which specializes them against heavy foes.

These upgrades provide players with dramatic choices that have dramatic results. They provide clear benefits and downsides that are intelligible and understandable, and have readable impacts for both the player and their opponent. To me, this is much preferred over invisible stat bonuses with entirely mechanical considerations and little impact on how the game is played but instead only provide impact on the outcomes of that play.

[image loading]


Similarly, I wish I could track down a quality image or other recording of how upgrades work in Universe at War: Earth Assault. In UAW (as it's often abbreviated), each faction has 3 separate tech paths, each with 4 upgrades. Each upgrade takes time and increasing amounts of money to unlock. More interestingly, the player can only choose a total of 6 out of the 12 upgrades, and each upgrade unlocks the next one in its sequence. This often force the player to choose all 4 unlocks from one tech path and 2 from another, or 4 - 1 - 1, or 3 - 3, or some other combination depending on their strategy.
The upgrades in UAW unlocked new abilities to units, added Node types for one faction's giant walker robots, and generally were central to defining how a faction approached the game. Whether the player wanted to focus on debuffs, or fast mobile attackers, or heavy hitting, there were multiple upgrade paths that allowed them to focus more in one direction or another. And with both UAW and Grey Goo, players had the flexibility to remove and repurchase their selected upgrades, to change their approach with a bit of lead time.

[image loading]
The best image I can find of the UAW tech tree

In Conclusion

I feel like I've rambled a bit in this article. I've tried to make the point that upgrades are an ephemeral but important part of RTS games, and to discuss their place between the more tangible assets of units and structures.

I've tried to approach my position on the topic openly and honestly: talking about my preferences and my reasoning for them instead of a hypothetical best thing for the genre.
I am a favor of clarity and readability in games. To allow the results of choices to be dramatic and understandable: a different weapon, a change in function, a change that is noticeable and digestible by all affected parties. I feel like upgrades should provide options for players to help refine their strategy, instead of minor, mostly hidden mechanical modifiers that act as simple force multipliers.

Thanks for reading.

(you can read the original post at my personal blog if you want: https://waywardstrategy.com/2020/06/08/the-tapestry-of-rts-design-upgrades-and-research/ )

****
KelsierSC
Profile Blog Joined March 2013
United Kingdom10443 Posts
June 09 2020 21:48 GMT
#2
Interesting read and appreciate the effort put into the post.
I liked the comparison and breakdown of upgrade methods across different games.

I think Starcraft 2 upgrades are better than you suggest. Some of the upgrades are just basic stat changes but this doesnt undermine the impact they have.

Look at +1 armour zergling rushes in zvz just enough so banes dont 1 shot.

It also adds a nice level of strategic depth as you pointed out. The sacrifice of immediate firepower for long term gain.

But starcraft 2 also has very visible upgrades that totally change games. Look at Blink, Burrow, even stimpack. These are obvious to the eye.

I would also mention that starcraft had the idea of being esports friendly.

So the number of research options is simplified but it adds huge tension when everyone can see that someones upgrade is seconds away but an attack is coming. I think a complicated research tree and production bar would take away that edge.


Great blog post though. We need more of this level of content


+
Zerg for Life
TelecoM
Profile Blog Joined January 2010
United States10674 Posts
June 10 2020 23:08 GMT
#3
Really nice post man. Shaft, is that you? I almost completely forgot about Grey Goo until you mentioned it, I actually really enjoyed Grey Goo, I may give it another try. I didn't really care much for Dawn of War, I remember buying it then immediately going back to BW.

As Kelsier said above, great level of content!
AKA: TelecoM[WHITE] Protoss fighting
waywardstrategy
Profile Blog Joined October 2015
United States62 Posts
June 11 2020 14:41 GMT
#4
Thanks so much!

I'm not shaft, if you're asking me.
Please log in or register to reply.
Live Events Refresh
Next event in 8h 41m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 343
IndyStarCraft 192
Rex 146
mcanning 76
Codebar 29
StarCraft: Brood War
Britney 41064
Calm 4579
Bisu 2547
Sea 2358
Jaedong 2214
Flash 1712
Horang2 1590
Rain 1437
EffOrt 750
ggaemo 704
[ Show more ]
firebathero 639
Mini 529
Stork 376
Larva 368
Light 321
Snow 307
BeSt 272
Zeus 212
hero 197
Nal_rA 142
Soulkey 129
Hyuk 125
NaDa 108
Soma 108
Mong 107
Rush 105
Mind 92
TY 70
PianO 56
[sc1f]eonzerg 49
Sharp 42
Movie 39
Aegong 38
Sea.KH 36
JulyZerg 32
Sacsri 28
IntoTheRainbow 15
Terrorterran 15
scan(afreeca) 14
Sexy 14
HiyA 13
ajuk12(nOOB) 12
Noble 11
Bale 7
Dota 2
Gorgc7288
qojqva2783
Dendi1403
syndereN333
420jenkins332
XcaliburYe241
Counter-Strike
fl0m3272
byalli304
markeloff68
Other Games
hiko841
B2W.Neo634
Lowko416
crisheroes348
Fuzer 327
FrodaN313
RotterdaM188
Hui .151
ArmadaUGS95
KnowMe76
XaKoH 53
Trikslyr23
Dewaltoss15
Organizations
StarCraft 2
WardiTV1373
Other Games
Algost 3
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• poizon28 14
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1036
• WagamamaTV547
League of Legends
• Jankos2895
Upcoming Events
Replay Cast
8h 41m
LiuLi Cup
19h 41m
MaxPax vs TriGGeR
ByuN vs herO
Cure vs Rogue
Classic vs HeRoMaRinE
Cosmonarchy
1d
OyAji vs Sziky
Sziky vs WolFix
WolFix vs OyAji
Big Brain Bouts
1d
Iba vs GgMaChine
TriGGeR vs Bunny
Reynor vs Classic
Serral vs Clem
BSL Team Wars
1d 3h
Team Hawk vs Team Dewalt
BSL Team Wars
1d 3h
Team Hawk vs Team Bonyth
SC Evo League
1d 20h
TaeJa vs Cure
Rogue vs threepoint
ByuN vs Creator
MaNa vs Classic
Maestros of the Game
2 days
ShoWTimE vs Cham
GuMiho vs Ryung
Zoun vs Spirit
Rogue vs MaNa
[BSL 2025] Weekly
2 days
SC Evo League
2 days
[ Show More ]
Maestros of the Game
3 days
SHIN vs Creator
Astrea vs Lambo
Bunny vs SKillous
HeRoMaRinE vs TriGGeR
BSL Team Wars
3 days
Team Bonyth vs Team Sziky
BSL Team Wars
3 days
Team Dewalt vs Team Sziky
Monday Night Weeklies
4 days
Replay Cast
4 days
Sparkling Tuna Cup
4 days
Replay Cast
6 days
The PondCast
6 days
RSL Revival
6 days
Maru vs SHIN
MaNa vs MaxPax
Liquipedia Results

Completed

CSL Season 18: Qualifier 1
uThermal 2v2 Main Event
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
Acropolis #4 - TS1
CSL Season 18: Qualifier 2
SEL Season 2 Championship
WardiTV Summer 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

CSL 2025 AUTUMN (S18)
LASL Season 20
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
RSL Revival: Season 2
Maestros of the Game
EC S1
Sisters' Call Cup
Skyesports Masters 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.