Post by General William T. Sherman on Apr 19, 2016 10:39:36 GMT
Tech will not be in tiers so to say, but rather you can unlock them after a certain amount of time. There will also be different subsections of tech. The following are the tech trees:
1830's:
Diplomacy Technology:
Congress of Vienna-In order to prevent another major European War such as the one brought upon by Napoleon, we should agree to certain terms-Takes 0 turns to research, all European countries must research it by 1840.
Terms of the Congress:
Austria gains control of Venetia and Lombardia
Netherlands gains de jure control of Belgium and Luxembourg
Prussia gains control of a large area west of its traditional borders
Norway and Sweden are in a union led by Sweden
Sweden renounces its claims to Finland
Poland is divided between Austria, Russia and Prussia
Military Technology:
Post-Napoleonic Thought-Infantry+Artillery units gain +1 advantage while in battle while Cavalry lose -1 effectiveness-Takes 4 turns to research
Ironclads-Ironclads gain +1 advantage while in battle while wooden ships lose -1 effectiveness. Unlocks Ironclads-Takes 4 turns to research
Steamers-Ships can move an extra tile while in sea-Takes 4 rounds to research
Economic:
Increased Federal Bureaucracy-Gain +1 turns per round-Takes 6 rounds to research.
Politics:
Isolationism-Not allowed to form alliances, but gain +1 against rebels and enemies-Takes 6 turns to research
Repeal Isolationist Policies-Repeals policy of Isolationism-Takes 6 turns to research
Implement a One Year Draft-Increase force limit by 50-Takes 6 turns to research
Social:
Poetry of Edgar Allan Poe-Gain 5 prestige per round-Takes 5 turns to research
Better Medicine-First of five techs required for future colonization-Takes 5 turns to research
1840's:
Diplomacy:
Crackdown on the Trans-Atlantic Slave Trade-The First countries who research this tech could gain a random coastal colony on the western coast of Africa. The first few people who research have to roll the dice and see if they have a high enough number. They roll ONE (Not two) die and if they get a 1-3, they don't get a costal colony. If they get a 4-6, however, then they can get a random coastal colony. If you lose the roll, then you have to wait another round before you can roll again. The first five people to get 4-6 on the dice will get a coastal colony. Steamers gain +1 effectiveness-Takes 6 turns to research
Military:
Escorts-Can be used to guard Troop Ships at sea (removes the -2 battle penalty for troop ships if escorts are escorting them)-Takes 5 rounds to research and requires Steamers to already be researched.
Economic:
Government Interventionism-Gain +1 turns per round-Takes 7 rounds to research and Increased Federal Bureaucracy must already be researched.
Increased Demand for Raw Materials-Second of five techs required for future colonization-Requris 7 rounds to research.
Politics:
Liberal Sentiments-Gain +1 against all rebels-Takes 5 turns to research.
Founding Cities-Allows ability to found cities-Takes 6 turns to research.
Implement a Two Year Draft-Increases force limit by 50-Takes 7 turns to research and must have Implement a One Year Draft researched already.
Social:
Adolphe Sax invents the Saxophone-Gain an extra +5 prestige per round-Takes 6 turns to research and must have Poetry of Edgar Allan Poe researched already.
1850's Tech:
Diplomacy:
Overlord-Allowed to create one vassal out of at most two provinces-Takes 6 turns to research.
Military:
Breech-Loaded Rifles-+1 effectiveness for Infantry-Takes 6 rounds to research and Post-Napoleonic Thought must already be researched.
Better Shells-+1 effectiveness for Artillery-Takes 6 rounds to research and Post-Napoleonic Thought must already be researched.
Economic:
Trans-National Railroads-When researched, will allow for troops to be moved form one end of your country to the other in only one turn. Trans-National Railroads cannot be used by enemies to get from one end of a country to the other-Takes 6 turns to research.
Capitalists and Industrialists-Gain +1 turns per round-Takes 8 turns to research and Government Interventionism must already be researched.
Politics:
Nationalist Sentiments-Required tech in order to create a formable nation, Third of Five techs required for future colonization-Takes 6 turns to research and Liberal Sentiments must already be researched.
Implement a Three Year Draft-Increases force limit by 50-Takes 8 turns to research and must have Implement a Two Year Draft researched already.
Social:
Ivan Aizazovsky paints "The Ninth Wave"-Gain an extra +5 prestige per round-Takes 7 turns to research Adophe Sax invests the Saxophone must already be researched.
1860's Tech:
Diplomatic:
Berlin Conference-Agree not to fight one another until after the Scramble for Africa is finished-Takes 0 turns to research and must have all Colonization Techs researched.
Military:
Early Machine Guns-+1 effectiveness for Infantry, -1 for Cavalry. Fifth out of Five techs required for colonization-Takes 7 turns to research and must have Breech-Loaded Rifles research already.
Early Trench System-+1 for the defensive side-Takes 7 turns to research and must have Early Machine Guns researched already.
Better Naval Armor and Guns-+1 effectiveness for Ironclads-Takes 7 turns to research and must have Ironclads research already.
Economic:
Age of Industry-+1 turns per round-Takes 9 turns to research and must have Capitalists and Industrialists research already.
Politics:
Implement a Four Year Draft-Increases force limit by 50-Takes 9 turns to research and must have Implement a Three Year Draft researched already.
Social:
Matthew Brady photographs the American Civil War-Gain +5 prestige per round-Takes 8 turns to research and must have Ivan Aizazovsky paints "The Ninth Wave" researched already
1870 Tech:
Diplomacy:
Foreign Interventionism-Countries can now send forces to crush rebellions in countries and create 'Guard' units to try and spawn rebels in other countries-Takes 10 rounds to research
1830's:
Diplomacy Technology:
Congress of Vienna-In order to prevent another major European War such as the one brought upon by Napoleon, we should agree to certain terms-Takes 0 turns to research, all European countries must research it by 1840.
Terms of the Congress:
Austria gains control of Venetia and Lombardia
Netherlands gains de jure control of Belgium and Luxembourg
Prussia gains control of a large area west of its traditional borders
Norway and Sweden are in a union led by Sweden
Sweden renounces its claims to Finland
Poland is divided between Austria, Russia and Prussia
Military Technology:
Post-Napoleonic Thought-Infantry+Artillery units gain +1 advantage while in battle while Cavalry lose -1 effectiveness-Takes 4 turns to research
Ironclads-Ironclads gain +1 advantage while in battle while wooden ships lose -1 effectiveness. Unlocks Ironclads-Takes 4 turns to research
Steamers-Ships can move an extra tile while in sea-Takes 4 rounds to research
Economic:
Increased Federal Bureaucracy-Gain +1 turns per round-Takes 6 rounds to research.
Politics:
Isolationism-Not allowed to form alliances, but gain +1 against rebels and enemies-Takes 6 turns to research
Repeal Isolationist Policies-Repeals policy of Isolationism-Takes 6 turns to research
Implement a One Year Draft-Increase force limit by 50-Takes 6 turns to research
Social:
Poetry of Edgar Allan Poe-Gain 5 prestige per round-Takes 5 turns to research
Better Medicine-First of five techs required for future colonization-Takes 5 turns to research
1840's:
Diplomacy:
Crackdown on the Trans-Atlantic Slave Trade-The First countries who research this tech could gain a random coastal colony on the western coast of Africa. The first few people who research have to roll the dice and see if they have a high enough number. They roll ONE (Not two) die and if they get a 1-3, they don't get a costal colony. If they get a 4-6, however, then they can get a random coastal colony. If you lose the roll, then you have to wait another round before you can roll again. The first five people to get 4-6 on the dice will get a coastal colony. Steamers gain +1 effectiveness-Takes 6 turns to research
Military:
Escorts-Can be used to guard Troop Ships at sea (removes the -2 battle penalty for troop ships if escorts are escorting them)-Takes 5 rounds to research and requires Steamers to already be researched.
Economic:
Government Interventionism-Gain +1 turns per round-Takes 7 rounds to research and Increased Federal Bureaucracy must already be researched.
Increased Demand for Raw Materials-Second of five techs required for future colonization-Requris 7 rounds to research.
Politics:
Liberal Sentiments-Gain +1 against all rebels-Takes 5 turns to research.
Founding Cities-Allows ability to found cities-Takes 6 turns to research.
Implement a Two Year Draft-Increases force limit by 50-Takes 7 turns to research and must have Implement a One Year Draft researched already.
Social:
Adolphe Sax invents the Saxophone-Gain an extra +5 prestige per round-Takes 6 turns to research and must have Poetry of Edgar Allan Poe researched already.
1850's Tech:
Diplomacy:
Overlord-Allowed to create one vassal out of at most two provinces-Takes 6 turns to research.
Military:
Breech-Loaded Rifles-+1 effectiveness for Infantry-Takes 6 rounds to research and Post-Napoleonic Thought must already be researched.
Better Shells-+1 effectiveness for Artillery-Takes 6 rounds to research and Post-Napoleonic Thought must already be researched.
Economic:
Trans-National Railroads-When researched, will allow for troops to be moved form one end of your country to the other in only one turn. Trans-National Railroads cannot be used by enemies to get from one end of a country to the other-Takes 6 turns to research.
Capitalists and Industrialists-Gain +1 turns per round-Takes 8 turns to research and Government Interventionism must already be researched.
Politics:
Nationalist Sentiments-Required tech in order to create a formable nation, Third of Five techs required for future colonization-Takes 6 turns to research and Liberal Sentiments must already be researched.
Implement a Three Year Draft-Increases force limit by 50-Takes 8 turns to research and must have Implement a Two Year Draft researched already.
Social:
Ivan Aizazovsky paints "The Ninth Wave"-Gain an extra +5 prestige per round-Takes 7 turns to research Adophe Sax invests the Saxophone must already be researched.
1860's Tech:
Diplomatic:
Berlin Conference-Agree not to fight one another until after the Scramble for Africa is finished-Takes 0 turns to research and must have all Colonization Techs researched.
Military:
Early Machine Guns-+1 effectiveness for Infantry, -1 for Cavalry. Fifth out of Five techs required for colonization-Takes 7 turns to research and must have Breech-Loaded Rifles research already.
Early Trench System-+1 for the defensive side-Takes 7 turns to research and must have Early Machine Guns researched already.
Better Naval Armor and Guns-+1 effectiveness for Ironclads-Takes 7 turns to research and must have Ironclads research already.
Economic:
Age of Industry-+1 turns per round-Takes 9 turns to research and must have Capitalists and Industrialists research already.
Politics:
Implement a Four Year Draft-Increases force limit by 50-Takes 9 turns to research and must have Implement a Three Year Draft researched already.
Social:
Matthew Brady photographs the American Civil War-Gain +5 prestige per round-Takes 8 turns to research and must have Ivan Aizazovsky paints "The Ninth Wave" researched already
1870 Tech:
Diplomacy:
Foreign Interventionism-Countries can now send forces to crush rebellions in countries and create 'Guard' units to try and spawn rebels in other countries-Takes 10 rounds to research