MOST IMPORTANT FOR NEWCOMERS: Send in orders in order to actually gain control of your claimed nations. I cannot stress how important this is.
I will not be responding to diplomacy for any of the new American factions, with sole exception of Hawaii, until Saturday, due to the interest from other groups. This is in order to allow maximum freedom for any new players in determining their foreign and domestic policies. Similarly, if anyone tells you, "But EQ agreed to this for _____ American faction," they are filthy liar, and probably a criminal trying to steal your identity through your computer.
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erez87: The country in California is the state of Jacksonia.
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Mickzter97: Yes, the techs were shared with that country, though I wouldn't pretend to be so innocent, as it's quite obvious that you did it now.
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Azale, Matt0088, and ChiefDesigner: Welcome aboard.
To:
Florida
From: Aztlan
We accept your proposal of peace and congratulate you for ousting the tyrants who oppressed all of us in their madness. Furthermore, we recognize your new government as legitimate and hope that you will extend us the same courtesy.
To:
World
From: Occitania
We hereby sign the new agreement establishing friendship and alliance with the Franco-Burgundian Confederation, but we hope that they will answer the calls of their people regardless and hold a plebiscite for the fate of the Kingdom of Piedmont.
To:
Japan
From: Hawaii
We accept the status as a protectorate of Japan and look forward to future amicable relations and trading rights.
The Important Bit: TECHNOLOGY and YOU!
Whelp, been playing Fallout: New Vegas a little bit and now I keep saying things like BIG MOUNTAIN and SCIENCE. For those of you who suffer from old world blues like myself, you'll understand. It seems fairly appropriate to reference that with this particular post which is to address some various concerns and questions, of a COMPLEX NATURE, which have been brought up about the technology tree. I'll do my best to answer the questions I've received and to put everyone on the same page regarding the future of technology in the NES and the role it plays. For those who don't care, you are excused from the rest of this post. The rest of you PREPARE for KNOWLEDGE.
The Technology Tree
First of all, let's cover what's happening now. As you may have noticed or participated in, there have been a number of collaborative efforts in researching and distributing technologies from the tree. Now, while I did expect this to a limited degree, I did not foresee how out of control it would spin. Originally, the purpose of 90% of the techs on the overall researchable was to act as fairly optional stuff for the wealthier powers. From this point, the larger powers would distribute the technologies in the form of updated designs and construction rights for various equipment. After all, you may notice that none of the designs actually require a tech to be built. They CAN and SHOULD be shared, or preferably sold, regardless of what techs the buyer has. Now, I realize where the desire for forming these collaborative attempts come from. It makes designs cheaper and after all, it's frightening to have a tech gap, thanks to the training we've received from civilization games. Right now, I am disabusing you of the notion that your nation will cease to exist if you don't have the latest tech.
Firstly, for most of you, you can't probably even afford the ships that would come out of getting any of the naval technologies, which should be obviously at a mere glance at the newest naval designs. REAL navies are for those with the cash to maintain and upgrade them, and not for every wannabe with a few islands to their name. Navies historically are a very expensive endeavor, far more than armies, otherwise everyone would have one. I hope that most of you will consider naval techs as fairly useless for you, unless you legitimately have an empire or island nation to protect. Otherwise, you can be relatively certain that there are far better things to spend your money on.
Secondly, having the coolest small arms or artillery will not win you a war. More important than how good your weapons are is how good your army is. Yes, the small arms techs give boost to doctrine, but they are not decisive. You can have the coolest gadgets in the world, but if you suck at using them, they don't really matter. Therefore, for those of you scared about being slaughtered by people with laser guns, stop worrying. For one, there is an approaching cap on how far any technology can go, and frankly, it's not decisive if someone else has it. You'll either be a competent commander or you won't, but the weapons you have won't decide the war you're fighting.
Thirdly, and most importantly: NONE of the techs are decisive. You will NOT die based on the merits of where you are on the tech tree alone. Admittedly, some technologies are more important than others, but the truly important ones such as Militarization of Aircraft have the tendency to disseminate regardless. Even the unimportant ones, when enough of the world has acquired it, will be spread out among the masses. Focus on the techs which will actually benefit you, and if you're a wealthy bastard, maybe you can go for those luxury techs, to give you a little extra edge. Regardless though, a competent commander can always defeat an incompetent commander, and frankly, with the setup, there's no risk (at the moment) that your army will be destroyed by British or Russian soldiers powered up like Iron Man. Oh, and a number of techs have actually been devised as traps to make people waste their resources out of my own curious and bastardly nature, while still being quasi-valid. Naturally, I won't be telling you which is a trap, and which isn't, just be glad that you have the knowledge that some techs don't lead to awesome weapons of awesomeness, a luxury historical regimes never had.
The WORLD of TOMORROW
The technology tree is only here as the beginning steps towards the fancy ideas and research that governments truly began to undertake in the early twentieth century. Numerous governments before, during , and after the Second World War had a variety of secret programs and endeavors, some of which were dead ends, and others which led to a massive technological advantage. Remember that bit where I said none of the techs on the tree will be decisive? None of that applies for the special research projects. Special Research Projects will be a special kind of tech, which will be made available through a Private Message sent from me to you. The SRP will be outlined to what it could accomplish in the format of a letter from a noted intellectual. From there, they will ask for money which must be dedicated each year, until they complete the project. There is no assurance that this money will actually lead to a completed project, as some ideas may be flawed, despite their logical presentation. If you're patient and lucky enough for the SRP to bear fruit, you will receive things like new units, and weapons which could very well alter the course of any war. Of course you could also create a catastrophe that destroys the very fabric of the universe. That would be fun.
Now, without spoiling what they actually are, there are over fifty Special Research Projects which can emerge for various nations between now and 2100 AD. Some are sleek and sexy, while some may seem mundane to the 21st century world. Now, for the purposes of this post, I'll use the atomic bomb project as an example. Now, the qualifications I mention may or may not be the actual ones that apply (HINT: They're not). Regardless, I now hope to use the atom bomb as an example of how the SRP works and how it is opened up to the average player. All SRPs have a certain set of conditions, which must be met in order to result in the sending of the opening letter to a particular player. Let's say that for example, the atomic bomb would ONLY be provided to a player that has paid over 100% of the recommended Education spending for at least consecutive ten years. When this condition has been met by a player, there may be an event in the update hinting at this accomplishment, while the player himself will receive the PM stated the costs required for an atomic program. Fast forward a couple of years, and other players with less (but still substantial) educational investment would begin receiving letters, or perhaps those with an effective spy service in the initial nation. Ultimately, after several years of spending into the SRP in the player's orders, the project bears fruit, and the player can begin building a nuclear arsenal.
I hope that has clarified the basics of how the more advanced technologies will work in upcoming years. There will still be techs on the tech tree, but I warn you, at the current rate of player collaboration, that will soon run out. New techs will be added to the tree when they become viable from civilian or SRP advancements. The space race will also have its own mechanics, but will cross those streams when we get to it.