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Technology classifications tend to either be very broad or very narrow.An example of a broad schema is the notion of “Ages”: Stone Age, Bronze Age, Iron Age, Industrial Age, Information Age, Post Human Age, and so forth.A much better model is the multi-branched "tech tree." The technology required to make an iron sword has the prerequisite of a supply of iron and a furnace to heat it.
Often, this takes the form of people not from Earth creating exact replicas of Earth technology right down to the last detail — such as interface panels ripped right out of the Apollo missions on an alien space station.
An alien world with "Renaissance-era" technology (ignoring for the moment that the Renaissance spanned four centuries and giant changes in technology) in, say, firearms will also possess lenses, ships, building materials, and mathematical principles identical to those that Earth (read: the inter-continental trade powers of north-western Europe) possessed along with said firearms.
It's only rarely that a civilization will break off the path, and usually as a result of external forces providing them with something outside their capabilities (intentionally, accidentally or incidentally), such as a 1920s planet with fusion power, or a 1700s planet with radios.
A useful concept in science fiction gaming is the technology level (or “tech level”), denoting what a given world or society can create or do, technologically.
On contemporary Earth, we tend to use decades as rough indicators of technology — the United States boasts a “twenty-first century” military, while poorer and less advanced countries have “1960s-era” forces.
Contrast Schizo Tech, Aliens Never Invented the Wheel, Sufficiently Advanced Bamboo Technology, Alternate Techline, Anachronism Stew and/or Fantasy Gun Control.