Tech Levels:
In this game, your tech levels are also your 'domestic settings'. So the more development you have, relative to the other techs, the more your civilization is focused in that area.
Your
Civilization Level cannot be invested in. It is a rough guide to your level of technology and sophistication, and it will increase as your invest in other techs, or when I think is appropriate
The cost to advance a level is [1e x the next level up]. For example, level 2 costs 2e, while level 5 costs 5e. If you have the money, you can try to advance multiple levels per turn, with some risk - only one advancement is guaranteed, though any failed attempts will be fully refunded.
NOTE: additional randomness is incurred if you try to advance any tech much (two or more levels) beyond your overall Civilization Level. This is also my way of arbitrarily slowing things down if people are tech-whoring too much
As for the 'conflicts' between different tech categories, this means as one increases, it is possible that one or more other techs will actually decrease. This is especially true as a tech reaches higher levels of investment.
The Civilization and Tech levels roughly correspond to different historical eras:
Late Stone (1) - Bronze (2) - Iron (3) - Classical (4) - Medieval (5) - Renaissance (6) - Enlightenment (7) - Early Industrial (8) - Late Industrial (9) - Electronic (10) - Modern (11) - Future? (12)
Culture:
Main effects:
* Cultural influence
* Religion effectiveness
* Stability
Minor effects:
* Trading efficiency
Power:
Main effects:
* Prevent rebellions - good chance to control one majority-foreign territory with every tech level.
* Prevent slave rebellions - good chance to control one slave per territory for every tech level.
* Diplomatic efficiency
Minor effects:
* Military efficiency
Conflicts with:
* Enlightenment
* Bureaucracy
* Vice
Military
Main effects:
* Military efficiency
Conflicts with:
* Enlightenment
Bureaucracy:
Main effects:
* Ensure tax income - chance for income loss if number of
settled territories is greater than 2x this tech level.
* Bonus income if this tech level exceeds your total number of settlements in all territories - bonus is (Bureaucracy level - total # of settlements). You must have at least one settlement before you can get this bonus.
Minor effects:
* Trading efficiency
Conflicts with:
* Power
* Vice
Enlightenment:
Main effects:
* Innovation - greater chance for free tech levels (excluding Power) and special inventions.
Minor effects:
* Inter-ethnic harmony
* Diplomatic efficiency
* Religion ineffectiveness
Conflicts with:
* Power
* Military
* Economics
* Vice
* Slavery in general
Infrastructure
Main effects:
* Support more settlements per territory - safe limit is equal to this tech level, else there is a much greater chance of disease and disruption.
* Can act as development limit for crops and livestock resources, if higher than your Economic level. Increases the chance of finding new resources of those types.
Minor effects:
* Trading efficiency
* Military efficiency
Economics:
Main effects:
* Optional development cap for all resources
* Trading efficiency
* Increases safe debt limit
* Increases underspend limit
* Increases the chance of finding new miscellaneous resources
Minor effects:
* Seafaring efficiency
Conflicts with:
* Enlightenment
Engineering:
Main effects:
* Can act as development cap for gems/minerals/timber/oil resources, if higher than your Economic level. Increases the chance of finding new resources of those types.
* Siege warfare and Fortress efficiency
* Seafaring efficiency
Minor effects:
* Trading efficiency
* Military efficiency
Industry: (requires Steam Power invention)
Electronics: (requires Computers invention)
Space: (requires Computers and Rocketry inventions)
Vice:
Main effects:
* Small bonus per turn, from bribery and corruption
* Slavery income reliability
* Espionage and subterfuge efficiency
* Ethnic divisions
Minor effects:
* Trading inefficiency
* Diplomatic inefficiency
Conflicts with:
* Enlightenment
* Power
* Bureaucracy
Key Inventions:
This is an arbitrary selection of some important world-changing inventions. They are bestowed randomly, or when I think is appropriate. You cannot get them by request. You can however do your best to make conditions right for them to appear. The brackets here show the ideal age/turn for them to appear, plus any prerequisite invention. NOTE: inventions may actually appear earlier than hinted at, or never at all.
As time progresses, it will be assumed that most civilizations will have the earlier inventions. Else they will be noted as
Missing Inventions.
Each of these inventions will boost living standards, have other subtle effects, and may give special one-time bonuses when first gained. Those with inventions will have a competitive advantage against those without, especially with regards to warfare. Though, they are likely to spread quickly after a turn or two. *Some unit types require certain inventions, as listed further down.
The Wheel (1)
Bronze Working (1)
Iron Working (2)
Writing (2)
Horseback Riding (3)
Concrete (4)
Compass (5)
Gunpowder (5)
Printing (6)
Telescope (6)
Steam Power (7)
Metallurgy (7)
Telegram (8)
Explosives (8, Metallurgy)
Combustion Engine (9, Explosives)
Radio (9, Telegram)
Rocketry (10, Explosives)
Jet Engine (10, Combustion Engine)
Nuclear Power (10)
Computers (10, Radio)
Internet (11, Computers)
Lasers (11)
Fusion Power (12, Nuclear Power)
Quantum Computers (12, Computers)