Technology Rules
Technology is obtained through use of another resource called research points. Like $, they are obtained through income, but unlike $, they cannot be banked. Research points must be spent the turn they are earned or they are lost. They also cannot be traded to other nations. Research points are only used to research new technologies, which can provide many benefits to your nation.
Every Capital, by default, earns 5 research points for your nation per turn. If you lose your Capital, any research that you
would have done that turn is cancelled, so be careful to guard your Capital. You can increase the number of research points you earn in a turn through two methods primarily.
You may build the
research lab improvement in any urbanized, mountain, or jungle province. These labs provide +1 research points per turn and cost $8 to build. If a research lab is captured, the capturer gets half as many research points as the lab has produced since it was built or since it was last captured as plunder, rounded down.
You may also adopt certain policies that can improve research point generation.
Researching a technology is as simple as spending research points with the intent of obtaining a technology. To do so, merely order the allotment of research points and the target technology. Make sure you have the proper prerequisites! By default, all nations start with no technologies.
Every technology costs 5 research points. Once you have invested 5 research points into the research of a technology, you are considered to have researched that technology.
There are 6 categories of technology. These categories are mainly for classification purposes, although certain abilities may affect them. They, and their representative colors (but don’t worry about those right now), are:
1. Infantry (Green)
2. Armor/Artillery (Red)
3. Aerospace (Blue)
4. Industry (Gray)
5. Science (Orange)
6. Policy (Yellow)
Category 6 Technologies (or Policy technologies) cannot be researched if another Policy technology of the same tech level has already been researched.
There will be (at least) 5 tech levels in this NES. You may only research technologies whose prerequisites you’ve unlocked. Tech levels are mostly a classification but can be affected by other rules (such as with Policy technology).
To unlock the next tech level, you must research at least ten technologies in the previous tech level. Note that prerequisites may carry over between tech levels.
Not all techs in a tech level may be visible from the start. You may need to research prerequisites before subsequent techs can be visible.
You may “trade” technologies, but only to a certain extent. This act of “trading” is actually granting a limited number of research points towards the completion of the tech in question to a rival faction. Spillover will be considered wasted research points. Different category technologies may be traded with different efficiency. Refer to this chart:
1. Infantry: May grant up to 3 research points.
2. Armor/Artillery: May grant up to 2 research points.
3. Aerospace: May grant up to 1 research points.
4. Industry: May grant up to 3 research points.
5. Science: May grant up to 2 research points.
6. Policy: Can not be traded.