Special thanks to Zanzibar for the basis of these rules
Q – Alright I’ve got 10 Tech Points and I’m ready to spend them! What are Tech Points and when can I use them?
Tech Points are a vague term for learned knowledge that has been gathered in your nation and is ready to advance technologically.
In Turn 0, or in any ‘break’ a new nation can spend their tech points on whatever technologies alike to reflect advancement in particular fields during the two year playtime.
To acquire more tech points a nation should uncover the secrets of the ancient lands around them, finding ancient tech and using it to get ahead of the competition!
Q – OK so what can I spend them on?
The following list of technologies represent the mundane knowledge your nation possesses across a broad variety of areas.
As your culture's grasp of technologies improves you will come across a number of landmarks in your mastery of this knowledge. Upon reaching these levels, the later described bonuses will emerge in your nation. The landmarks are as follows:
• [Level 0] Primitive: describes the norms for even the least civilised realm in Shards of Olethros. Some techs, particularly those with other techs as prerequisites have no functional 'primitive' level.
• [Level 1] Developed: represents a fairly basic level of proficiency achieved by those who have in-vested some into this area of knowledge and skill, which would be fairly common in the world.
• [Level 2] Expert: represents greater expertise and better understanding of how things work.
• [Level 3] Master: is the epitome of expertise in this field, worthy of praise and notice across the world.
To go up levels in tech you must spend tech points. It costs 2 Tech Points to go from Primitive to De-veloped. It costs 5 Tech Points to go from Developed to Expert and costs 10 Tech Points to go from Expert to Master.
Here's the list of techs you can research. The levels Developed, Expert and Master as described above apply here. As cultures vary, the impact on society itself from possessing any of these techs would be hard to measure. To describe everything more or less the same, each tech is listed with the general economical or military advantages and options it presents.
Aerial technology describes the development of airship construction and learning how to use them.
• Primitive: Your people can build balloons, but understanding of airships remains very basic.
• Developed: Your people can build blimps.
• Expert: Your people can build zeppelins both small and large. Understanding of air currents in the 3-dimensional world of airships improves.
• Master: Your people can build huge zeppelins up to 230m in length. With the development of in-struments like the astrolabe and the magnetic compass, navigation improves.
Agriculture affects how good your people are at farming and irrigation.
• Primitive: Your people know how to cultivate crops. Bad harvests are deadly.
• Developed: Your people have learned how to grow different types of crop and when is best to har-vest them for maximum yield.
• Expert: Your knowledge of irrigation has increased ten fold. Your farmers have started coming up with new and innovative ways to grow crops.
• Master: Your people have developed understanding on PH levels of soil, how a greenhouse effect might work and how to obtain yield even during a bad harvest.
Construction describes your people's expertise in all manner of engineering and construction.
• Primitive: Before investing in construction your people are only capable of simple vernacular engi-neering: small scale construction with local materials. Walls are little more than log palisades or stacked stones and earth. Bridge construction is beyond your expertise.
• Developed: With the development of rather basic masonry and construction techniques, including materials like mortar and bricks, larger scale construction is possible. Important buildings can be raised in stone, but construction expertise remains very rote and most dwellings will remain of sim-ple vernacular construction.
• Expert: Architecture is developed as an actual formal discipline, coupled with a better understand-ing of algebra and geometry. Allows for massive construction projects, bridges spanning major rivers and paved roads.
• Master: A theoretical scientific understanding of construction, design and engineering is developed. Techniques such as domes, vast arches and high rise construction, the use of wind- and water mills to harness more than muscle power, and the development of concrete, all allow for Roman feats of engineering. Feel free to get creative.
Crafting affects how good your people are at the manufacture, both functional and decorative, both through skill and through development of tools. This covers aspects of textile-working, wood-working, pottery, leather-working, jewel cutting, painting, building sand castles and the likes.
• Primitive: The products of your culture's common trades are largely utilitarian, and very basic in quality.
• Developed: Your culture's manufacture is much improved in quality.
• Expert: The goods manufactured in your culture are of a fantastic quality and they start to distribute to neighboring cultures.
• Master: High end luxury goods from your culture's master craftsmen are highly sought after across the world. The development of more sophisticated looms and other tools and techniques allows both for large scale common production and higher quality luxury production.
Husbandry affects your people's expertise with domesticated animals, improving practices such as herding, but also affecting breeding and training mounts for cavalry forces.
• Primitive: Nomadic nodes subsist as a baseline. Your people generally don't know how to ride, but war wagons, chariots and other drawn contraptions are within your scope.
• Developed: Breeding and herding have been figured out. Allows for proper mounted troops.
• Expert: As expertise in general animal husbandry improves, understanding of how to train and con-trol more naturally abrasive monsters becomes easier. You also start to breed monsters for purpose.
• Master: Your people are renowned for their superb breeding of animals and monsters. Has a large number of in game effects which if this tech is achieved, will be a joy to behold.
Marine technology affects the expertise of your shipwrights and also general seamanship among your people.
• Primitive: Your people only build small craft. It is wise to stick to interior waters and coastal ship-ping lanes, so as not to get lost on the open sea.
• Developed: Your shipwrights can build medium vessels.
• Expert: Your shipwrights can build large vessels and major ships.
• Master: Ships built in your realm are noted for their fine sailing qualities. With the development of instruments like the astrolabe and the magnetic compass, navigation improves.
Medicine affects your people's knowledge of the body and its workings.
• Primitive: Before investing in medicine your people only have a very limited and rote understand-ing of herbal medicine, and don't really know how to deal with illness.
• Developed: Medicine among your people is empirical and pragmatic, but largely based on treat-ment and curing afflictions. Decent first aid in the field can help reduce idle casualties.
• Expert: With proper diagnosis and an accumulation of medical knowledge, your people's under-standing of how the body and its ailments work has grown. Allows for hospitals and sanitation.
• Master: Medical expertise has reached levels of sophistication where surgery is relatively safe (even such audacious operations as eye or brain surgery have been carried out by some masters with-out the patients always dying), and disease is better understood.
• Primitive: With no metallurgy to speak of, your people are limited to hammering native metal, whether copper, gold or meteoric iron. Metal gear on troops is crude quality and much more expen-sive.
• Developed: With the development of smelting techniques you have access to good iron tools and weapons that you can outfit your troops with.
• Expert: Smithing techniques have improved, allowing for fine gear. Metallurgy has also gotten more efficient, such that iron tools and weapons are common in your realm. Iron Mines produce 25% more Iron as the Ore is smelted more efficiently.
• Master: The development of crucible steel has much improved the quality of your best metalwork, represented in allowing for masterwork gear. This renders designs such as full plate armour viable.
Prerequisite: developed Construction.
Determines your access to both defensive fortification techniques and offensive siege weaponry and techniques, since those two tend to go hand in hand. Development in the construction technology is required, and the structural quality of your fortifications will always remain tied to your expertise in construction.
• Developed: The concept of purpose-built fortifications beyond really basic defensive structures has developed, allowing for a wide range of fortification in your realm, as well as field engineering, though technologically it remains fairly simple. The same applies to siege engines and techniques, allowing access to complex battering rams, siege towers, traction and tension projectile weapons, and undermining.
• Expert: Your fortifications grow more complex, with both experience and some theory underpin-ning ideas about fields of fire through polygonal forms and projecting towers and bastions, projectile deflection through sloping walls and round towers, and concentric lay-out designs. Similarly, techno-logically complex siege weapons and techniques are within your scope, such as torsion and counter-weight weapons.
• Master: With fully-fledged theories on defence, fortification and siegecraft you are able to build any kind of fortification you can rationalise based on your construction tech (or crafting, or any other relevant tech or field of arcane expertise). This level doesn't really have standard benefits, but gives you a lot of leeway in any custom defensive or offensive engineering projects.
Subject to change.
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