Post by Ceres on Nov 25, 2014 13:50:30 GMT -5
Do not post here unless you have ideas. I am first listing, then ordering the technologies. The Technologies are ordered now. To research, pick a sub-tree, and then post that you're researching said item. You must go down the sub-tree. If you do not switch sub-trees frequently, your nation will not be balanced. Per example, if you research only Military, your people will remain unhappy because there is no research being done in the Domestic category. If you emphasize Science, your military may not be keeping up with the advancement.
Tech Partnerships with other players are available, but you have to make sure that such a partnership is announced. Every player corresponding on the same Tech in a partnership will accelerate the speed of research by 2%. This number compounds with every player working in the partnership. The maximum number of players that can work together is 5, for an acceleration speed of 10%. A 56 day project would only take about 50 days in that case.
The Think Tank and Foundry unlockables increase research by 2.5% apiece. With precision, a player can get a total of a 15% speed in Technology research, if they have the unlockables and the Tech Partners.
You do not have to alternate Tech sub-trees, it is optional.
The number beside the Tech name represents how many real life days it'll take to research the Tech. Resources such as Copper and Tin lower the day count by .05% apiece.
Domestic:
Electricity, 4
Air Conditioning, 6
Tractor, 12
Model T, Automobiles, 21
Plastics, 4
Refrigeration, 4
Color Photography, 10
Moving Picture, 7
Television, 14
Technicolor, 4
Tape (Material), 2
Tape Recorder, 4
Photocopier, 21
Transistor, 21
Synthetic Rubber, 10
Military:
Airships (Zeppelins), 4
Propaganda , 2
Ballistics I, 7
Bombs I, 14
Radio, 4
Aeroplanes (fighters and biplane), 21
Chemical Weapons, 14
Bomb II, 14
Helicopter I (Idea, no unit), 2
Tanks I (Early Versions), 14
Gas Mask, 2
Zooming Lens, 2
Rockets I, 4
Jet Engine I, 28
Jeep, Terrain Vehicles, 4
Atomic Theory (Enables Nuclear Weapons), 70
Science and other Fields:
Steam Power III (Large Engines Producing Electricity), 2
Theory of Relativity, 10
Sonar, 4
Geiger Counter (Discovery of Radiation), 4
Replaceable Parts, 4
Radar, 6
Stainless Steel, 2
Penicillin, 10
Insulin, 14
Computers I (Early Stages), 14
Electron Microscope, 10
Computers II, 14
Nuclear Fission, 70
Telecommunications, 14
Tech Partnerships with other players are available, but you have to make sure that such a partnership is announced. Every player corresponding on the same Tech in a partnership will accelerate the speed of research by 2%. This number compounds with every player working in the partnership. The maximum number of players that can work together is 5, for an acceleration speed of 10%. A 56 day project would only take about 50 days in that case.
The Think Tank and Foundry unlockables increase research by 2.5% apiece. With precision, a player can get a total of a 15% speed in Technology research, if they have the unlockables and the Tech Partners.
You do not have to alternate Tech sub-trees, it is optional.
The number beside the Tech name represents how many real life days it'll take to research the Tech. Resources such as Copper and Tin lower the day count by .05% apiece.
Domestic:
Electricity, 4
Air Conditioning, 6
Tractor, 12
Model T, Automobiles, 21
Plastics, 4
Refrigeration, 4
Color Photography, 10
Moving Picture, 7
Television, 14
Technicolor, 4
Tape (Material), 2
Tape Recorder, 4
Photocopier, 21
Transistor, 21
Synthetic Rubber, 10
Military:
Airships (Zeppelins), 4
Propaganda , 2
Ballistics I, 7
Bombs I, 14
Radio, 4
Aeroplanes (fighters and biplane), 21
Chemical Weapons, 14
Bomb II, 14
Helicopter I (Idea, no unit), 2
Tanks I (Early Versions), 14
Gas Mask, 2
Zooming Lens, 2
Rockets I, 4
Jet Engine I, 28
Jeep, Terrain Vehicles, 4
Atomic Theory (Enables Nuclear Weapons), 70
Science and other Fields:
Steam Power III (Large Engines Producing Electricity), 2
Theory of Relativity, 10
Sonar, 4
Geiger Counter (Discovery of Radiation), 4
Replaceable Parts, 4
Radar, 6
Stainless Steel, 2
Penicillin, 10
Insulin, 14
Computers I (Early Stages), 14
Electron Microscope, 10
Computers II, 14
Nuclear Fission, 70
Telecommunications, 14