Technology

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Revision as of 20:03, 28 April 2019 by 157.52.108.27 (talk)
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There are four different technology field you advance through, where each level gives you a higher bonus in that category. The research of technology is automatic, and depends primarily on your citizens. Inventions and access to certain trade-goods will increase the speed with which you research, while the total amount of pops you have determines the cost.

Each technology-field can have one researcher assigned to it. The finesse of this character impacts the speed with which research is done in that field. This character gets prominence from holding the position, and gets permanent prominence from each month holding the position. Changing researcher increases loyalty in the new researcher, and dramatically drops it in the one being replaced.

Research a level takes about 15 years if you are at 100% efficiency, which can obviously be faster or slower, depending on the setup of your nation.

Each level researched in the four technology fields reduces invention costs by 5%, and they have the following individual bonuses.

Fields

Martial Advances

  • +10% Naval Morale
  • +10% Land Morale
  • +2.00% Army Maintenance Cost
  • +2.00% Navy Maintenance
  • -25% Military Tradition Cost

Civic Advances

Oratory Advances

Religious Advances

  • +2% Omen Power

Inventions

While the advances are tied directly to your nation’s progress, and is a slow progress through the years, there is also inventions around, that you can spend civic power on to get immediately.

As your technology level progresses, different inventions will be added to the random pool that populates the inventions list.

Each invention costs you 100 civic power.

Military

Tech level Martial Civic Oratory Religious
0 Trireme Discipline +2.00% global_commerce_modifier = 0.05 improve_relation_impact = 0.20 omen_power = 0.05
0 Starting Experience +5.00% global_tax_modifier = 0.05 fabricate_claim_cost_modifier = -0.1 land_morale_recovery = 0.02
0 Military Tech Investment +5.00% global_tribesmen_output = 0.05 diplomatic_reputation = 1 technology_investment = 0.05
1 Supply Limit +10.00% global_capital_trade_routes = 1 agressive_expansion_impact = -0.05 happiness_for_same_culture_modifier = 0.025
1 Siege Ability +5.00% research_points_modifier = 0.1 monthly_tyranny = -0.01 omen_duration = 0.1
1 Heavy Infantry Discipline +10.00% civic_tech_investment = 0.05 agressive_expansion_monthly_change = -0.02 global_population_growth = 0.05
2 Siege Engineers +1.00 global_tribesmen_output = 0.05 change_governor_policy_cost_modifier = -0.2 ruler_popularity_gain = 0.05
2 Fort Defense +5.00% happiness_for_wrong_culture_modifier = 0.05 hold_triumph_cost_modifier = -0.1 stability_cost_modifier = -0.05
2 Military Tradition Cost -10.00% global_slaves_output = 0.1 monthly_character_loyalty = 0.01 happiness_for_wrong_culture_group_modifier = 0.05
3 discipline = 0.05 global_commerce_modifier = 0.05 oratory_tech_investment = 0.05 naval_morale_recovery = 0.02
3 trireme_discipline = 0.02 build_cost = -0.1 improve_relation_impact = 0.20 global_tribesmen_happyness = 0.05
3 navy_maintenance_cost = -0.1 global_citizen_output = 0.05 diplomatic_range_modifier = 0.15 technology_investment = 0.05
4 army_maintenance_cost = -0.1 global_tax_modifier = 0.05 agressive_expansion_impact = -0.05 land_morale_recovery = 0.02
4 global_supply_limit_modifier = 0.1 global_freemen_output = 0.025 monthly_governor_loyalty = 0.02 happiness_for_same_culture_modifier = 0.025
4 pirate_spawn_chance = -0.1 global_capital_trade_routes = 1 diplomatic_reputation = 1 omen_duration = 0.1
5 siege_engineers = 1 research_points_modifier = 0.1 monthly_tyranny = -0.01 omen_power = 0.05
5 global_start_experience = 0.05 global_tribesmen_output = 0.05 assassinate_attempt_cost_modifier = -0.1 religious_tech_investment = 0.05
5 monthly_general_loyalty = 0.02 enact_law_cost_modifier = -0.1 tribute_income_modifier = 0.1 global_manpower_modifier = 0.05
6 siege_ability = 0.05 global_state_trade_routes = 1 war_score_cost = -0.1 naval_morale_recovery = 0.02
6 hostile_attrition =1 monthly_wage_modifier = -0.1 endorse_party_cost_modifier = -0.2 ruler_popularity_gain = 0.05
6 global_cohort_recruit_speed = 0.1 global_slaves_output = 0.1 subject_opinions = 10 global_population_growth = 0.05
7 discipline = 0.05 civic_tech_investment = 0.05 agressive_expansion_impact = -0.05 stability_cost_modifier = -0.05
7 global_defensive = 0.05 global_goods_from_slaves = -1 diplomatic_range_modifier = 0.15 technology_investment = 0.05
7 assault_ability = 0.05 global_citizen_output = 0.05 agressive_expansion_monthly_change = -0.02 war_exhaustion = -0.025
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