Introduction

In Dynasty Nova, the tech tree is the heart of the game: it unlocks buildings, ships and defenses. But a poorly organized tech tree quickly becomes an unreadable wall of text. Here's how I rethought it around categories, and why that choice matters more than it looks.

The problem with a flat-list tech tree

TOO MANY CHOICES, NOT ENOUGH LANDMARKS

OGame-inspired management games often list thirty-odd technologies in a row, with no visual hierarchy. Players have to scan everything to find the research they care about, which slows down decisions and discourages exploration.

A COGNITIVE LOAD THAT DISCOURAGES BEGINNERS

Faced with a thirty-line list, a new player doesn't know where to start. They end up following an external guide instead of exploring the interface itself — a sign the design isn't doing its job of guiding them.

Dynasty Nova's Innovation Center screen showing level, cost and research speed
The Innovation Center, the entry point of Dynasty Nova's tech tree

Grouping by intent rather than alphabetical order

CATEGORIES THAT MATCH A PLAYER'S QUESTION

In Dynasty Nova, every research item belongs to a domain: energy sciences, propulsion, offensive systems, protection fields, computing and intelligence. These categories don't follow an abstract technical ranking; they answer a concrete question the player is asking, like "how do I defend myself" or "how do I move faster".

A CATEGORY NAME ALREADY DOES HALF THE SORTING

Before even opening a category, its name already filters the information. A player who wants to reinforce their fleet goes straight to "propulsion" or "offensive systems", without reading research from a domain that doesn't matter right now.

The other screens follow the same logic

BUILDINGS AND INSTALLATIONS: SAME PRINCIPLE, SAME BENEFIT

This categorization logic doesn't stop at the lab. Buildings are split into "Resources" and "Installations", and the fleet into "Ships" and "Fleet". Players find the same reflex everywhere: one tab, one intent, one subset of options.

Dynasty Nova installations screen with innovation center and automaton factory
The Installations tab, organized on the same principle as the lab

DON'T OVER-SPLIT EITHER

The opposite trap exists too: creating one category per technology just recreates a flat list with an extra step. I capped the number of categories at what a player can remember effortlessly, usually four to six per screen.

What it actually changes for the player

A player opening Dynasty Nova's lab for the first time sees categories first, not thirty lines of text. They pick a domain matching their current goal, and only then read the detail of available research. Categorization doesn't hide information, it orders it the way the player actually needs it.

Conclusion

Reorganizing a tech tree into categories looks like a minor decision. It's actually a choice that determines whether a new player stays on the interface or goes looking for a guide elsewhere. In a management game, where strategic depth rests on dozens of options, structuring information matters as much as designing it.

FURTHER READING

Play Dynasty Nova
Astronova: Creating a Mobile-First UI Inspired by Best Practices
Gestalt Theory in UX Design: Principles, Applications and Limits
OGame Mobile: A Sacrificed UX? A Critical Look at a Nostalgic Interface

Frequently asked questions

Why reorganize a tech tree into categories?
A flat list of 30+ technologies forces players to read everything to find what they need. Categories (energy, propulsion, defense…) create entry points that filter information before you even read it.
How many categories does Dynasty Nova's tech tree have?
The Innovation Center groups research into broad domains: energy sciences, propulsion, offensive and defensive systems, computing and intelligence, among others.
Are more categories always better?
No. Too many categories fragments information just as much as a flat list. The goal is a number of groups a player can memorize at a glance, not an exhaustive breakdown.
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