DD 8: TECHNOLOGY
I have always found the research model in EUR a bit strange. Citizens contribute research points to a national research pool, where the points are divided by the number of provinces owned by the country and then automatically invested in five separate research fields. The efficiency of each research field depends on the character that the government has appointed the tech "leader". (The strangeness of the research model has been discussed recently in domze's thread, read it for more info.)
In my opinion, this model has little or nothing to do with reality. I have never read about ancient governments appointing people to conduct "religious research" or "discovering the basics of reliable omens", it just doesn't make any sense. My conclusion is that there are three major flaws in the current tech system:
Each field involves development of one aspect of the army, with inventions ranging from new equipment to new unit tactics. This might sound like a pretty one-sided take on research, but I have several reasons for doing it.
To begin with, most of the modifiers available in EUR are linked to the military part of the game. Each unit has its own set of modifiers (cost, attack, defense, morale and discipline), but their efficiency also depends on several other modifiers, such as land organisation and retreat delay. This means that it's much easier to find unique effects for military inventions than civic inventions.
Also, I find military research a lot more tangible than civic research. It's quite evident that the invention of a better ballista can help during sieges, which makes it logical to put reduced siege time as one of the effects. A philosophical breakthrough, however, is far more complicated to give a logical effect. (It could lead to new government forms, as Meothar pointed out in domze's thread, but that's not a direct effect.)
Another reason for replacing the current research fields with five military research fields is that it permits an interesting differentiation between countries. One country could have developed a very efficient army, but lack the technology needed to build siege machines and advanced fortifications, while another country could have focused on building a large navy and fortifying allied cities. The differences between these countries will obviously have a massive impact on the way a war between them plays out. Historically, countries often focused on different aspects of the army (for example, it was the navy for the Carthaginians, the infantry for the Romans and the cavalry for the Parthians).
Finally, military technology is one of the few research fields that actually fits with the linear representation of research used in EUR. The purpose of military research is to gain an advantage over the enemy. Consequently, new military technology is always better than old military technology, otherwise it wouldn't be used. The development of society (as represented in civic and religious technology), on the other hand, does not necessarily lead to a ”better” society. Personally, I wouldn't say the Roman empire was more stable than the republic, even though it was the consequence of gradual development.
I have decided to make another major change to the research system: removing the tech offices. The player won't be able to assign characters to any of these positions, since they'll be removed from the user interface. Obviously, the objectives associated with the tech offices will also be removed. To compensate for the lack of tech ”leaders”, citizens will generate 50% more research points.
I have a couple of reasons for removing the tech offices. To begin with, as mentioned above, I don't think one character should have such a massive impact on research speed. Monarchies will also work much better with no tech guys having a say about their preferred heir. We also get rid of Finally, I won't have to make up silly titles for the tech guys (such as machinator maximus).
With no tech guys affecting the research fields separately, it seems like they'll all be at the same level and develop simultaneously. This won't be the case, however, since I'll squeeze in research modifiers in a number of nice places. Skilled generals will give substantial research bonuses, depending on their personal interests (as represented by traits). Also, conquering cities will have a chance of triggering events that give an extra boost to machine development, while winning battles might result in a boost to infantry or cavalry development. Country-specific decisions will allow the player to focus on one aspect of the military research.
That was all for today, I hope you enjoyed the reading.
Cheers,
Descartes
I have always found the research model in EUR a bit strange. Citizens contribute research points to a national research pool, where the points are divided by the number of provinces owned by the country and then automatically invested in five separate research fields. The efficiency of each research field depends on the character that the government has appointed the tech "leader". (The strangeness of the research model has been discussed recently in domze's thread, read it for more info.)
In my opinion, this model has little or nothing to do with reality. I have never read about ancient governments appointing people to conduct "religious research" or "discovering the basics of reliable omens", it just doesn't make any sense. My conclusion is that there are three major flaws in the current tech system:
- The civic and religious ”technologies” are pathetic.
I think of technological advances as the invention of something new, or at least a new application of old technology. "Discovering" civic or religious phenomena such as double dealing, underhand diplomacy or powerful omens doesn't sound like technological advances to me. It's not as though it hadn't occured to people that it might be a good idea to be a little deceptive when talking to the enemy before 515 AUC (as suggested by the invention of underhand diplomacy). Maybe Paradox thought that it was somewhere around 515 that diplomats started being a little extra deceptive, but it's definitely not a matter of something new.
- Research depends on characters appointed by the government.
One single individual shouldn't play such an important part in developing new technology. There were a couple of great inventors during Antiquity, but they were a) usually not employed by a specific country and b) usually not the ones who put their inventions into practice. The famous corvus, for example, is sometimes attributed to Archimedes, but it was developed as a tactical weapon by the Romans. It's hard to believe that the Roman generals didn't try it out before they started using it in large scale. In this situation, who should be the one sitting in the tech office? The first crew who used the corvus in battle, the officer who decided it was a good idea or perhaps Archimedes himself?
- Technology cannot be exchanged between different countries.
It is quite frustrating to see your armies conquer the whole world, and then realise that a small, uncivilised minor is far ahead of you when it comes to technology. As far as I know, exchange of technology was quite common during Antiquity, especially between civilised countries at war. When the Romans realised that the Carthaginians had better ships (during the First Punic War), they captured a couple of them and started to mass produce their own copies.
Infantry
Cavalry
Machines
Ships
Forts
Cavalry
Machines
Ships
Forts
Each field involves development of one aspect of the army, with inventions ranging from new equipment to new unit tactics. This might sound like a pretty one-sided take on research, but I have several reasons for doing it.
To begin with, most of the modifiers available in EUR are linked to the military part of the game. Each unit has its own set of modifiers (cost, attack, defense, morale and discipline), but their efficiency also depends on several other modifiers, such as land organisation and retreat delay. This means that it's much easier to find unique effects for military inventions than civic inventions.
Also, I find military research a lot more tangible than civic research. It's quite evident that the invention of a better ballista can help during sieges, which makes it logical to put reduced siege time as one of the effects. A philosophical breakthrough, however, is far more complicated to give a logical effect. (It could lead to new government forms, as Meothar pointed out in domze's thread, but that's not a direct effect.)
Another reason for replacing the current research fields with five military research fields is that it permits an interesting differentiation between countries. One country could have developed a very efficient army, but lack the technology needed to build siege machines and advanced fortifications, while another country could have focused on building a large navy and fortifying allied cities. The differences between these countries will obviously have a massive impact on the way a war between them plays out. Historically, countries often focused on different aspects of the army (for example, it was the navy for the Carthaginians, the infantry for the Romans and the cavalry for the Parthians).
Finally, military technology is one of the few research fields that actually fits with the linear representation of research used in EUR. The purpose of military research is to gain an advantage over the enemy. Consequently, new military technology is always better than old military technology, otherwise it wouldn't be used. The development of society (as represented in civic and religious technology), on the other hand, does not necessarily lead to a ”better” society. Personally, I wouldn't say the Roman empire was more stable than the republic, even though it was the consequence of gradual development.
I have decided to make another major change to the research system: removing the tech offices. The player won't be able to assign characters to any of these positions, since they'll be removed from the user interface. Obviously, the objectives associated with the tech offices will also be removed. To compensate for the lack of tech ”leaders”, citizens will generate 50% more research points.
I have a couple of reasons for removing the tech offices. To begin with, as mentioned above, I don't think one character should have such a massive impact on research speed. Monarchies will also work much better with no tech guys having a say about their preferred heir. We also get rid of Finally, I won't have to make up silly titles for the tech guys (such as machinator maximus).
With no tech guys affecting the research fields separately, it seems like they'll all be at the same level and develop simultaneously. This won't be the case, however, since I'll squeeze in research modifiers in a number of nice places. Skilled generals will give substantial research bonuses, depending on their personal interests (as represented by traits). Also, conquering cities will have a chance of triggering events that give an extra boost to machine development, while winning battles might result in a boost to infantry or cavalry development. Country-specific decisions will allow the player to focus on one aspect of the military research.
That was all for today, I hope you enjoyed the reading.
Cheers,
Descartes
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