TechMod: Technology in Antiquity Revisited
"Give me a place to stand, and I shall move the earth."
-Archimedes of Syracuse
"Give me a place to stand, and I shall move the earth."
-Archimedes of Syracuse
What is this?
So far this is a purely conceptual mod, the idea for which was partly sparked by a private question by Nisco, but has been something bouncing around in my head for a long time now.
The idea revolves around the complete removal of the technology system as we know it. As I'm sure you're aware, technology in EU: Rome is highly abstracted, and we've seen a lot of questions in the past concerning how things like "Underhanded Politics" could be "researched". In reality, it doesn't; it has always existed for as long as humans have. TechMod - a placeholder name, if nothing else - aims to change the way technology is researched.
The current system
I'm sure you all know how the current system works, but for the sake of comparison here is a quick summary:
- City population is split into three different groups, of which Citizens provide Research points.
- RP's are used to calculate the advancement of technology, based on the number of provinces and, as far as I'm aware, whether they share your culture, religion and are core provinces.
- Each country then appoints to each of his "technology groups" one character whose Finesse value multiplies the RP value of that particular group.
- Various other positions/titles/events/modifiers will multiply the number of RP's available in order to increase or decrease the rate of research.
TechMod's proposed system
- A complete removal of RP's (and, subsequently, Citizens as a population group).
- In its stead, each country starts off with a number of "Inventions". This may or may not be tied to the current Inventions system, I'm yet to conduct any serious research into this. There will also be a number of "Inventions" that no country has discovered yet.
- Inventions will be split into various categories, including (but not limited to):
- Tactics. This includes things like phalanx systems (eg Macedonian phalanxes and traditional hoplite phalanxes), Roman manipular tactics, centralisation/decentralisation of battlefield command and so on.
- Arms and armour. This includes things like the gladius hispanensis, the corvus quinquireme, linothorax, chainmail etc.
- Trade/taxation methods.
- Government systems.
- Citizenship.
- Building styles.
- Farming/irrigation methods.
- And so on.
- Contact with other countries will give you a chance of obtaining some of their inventions, depending on the type of contact. For example, trading with a country will give you a chance of adopting their trade/taxation methods and, to a lesser extend, weapons and armour; fighting battles (especially losing them) will give you a chance of adopting their tactics; obtaining tribute from or giving tribute to them will give you a chance of adopting their style of citizenship and government; occupying and owning land formerly owned by them will give you a chance of adopting their building styles, etc.
- Obviously, some countries will be more keen on adopting certain Inventions than others. Civilised countries would not want to take up a Tribal government, for example, but they might find Celtic chainmail to be highly valuable.
- In rare circumstances, and with very specific prerequisites, certain Inventions that don't exist in any other country might become available.
- Simply having an Invention become available doesn't mean it will automatically take over - you still have at least some control over whether your country adopts the Invention. I'm thinking that if an Invention becomes possible, then you have to pass a Decision in order for it to take effect. For instance, as Macedonia you might come into regular conflict with Celtic tribes, and thus gain access to their Chainmail invention. The Invention by itself won't do anything, but passing a Decision will allow you to equip your heavy infantry with it, increasing defensive values at the expense of offensive values (there's a reason why a phalangite's armour is light!), as well as an actual monetary cost of re-equipping your troops with it. Or, as Rome, you might lose a few battles against Carthage's navy and develop the corvus, but you still have to pass a Decision to be able to use it.
The To Do List of Doom
So, with the basic idea outlined above, I've set myself a number of tasks, mostly to research the feasibility of such a project. I hope to keep track of these here.
- Removal of RP's - feasible, and technology will not progress at all except through event.
- Removal of RP value from province details list - feasible, see y1kdcb5au9rqw's post below.
- Removal of any UI information (progress bars, tooltips etc) in the Technology screen regarding tech progress - feasible, fairly simple UI adjustments. Making it look good is another story.
- Removal of events etc that increase RP's or investments in technology - feasible, just a lot of work.
- Research triggers for Inventions (ie, can they be triggered without tech levels as a requirement?) - feasible, but inventions don't seem to be able to be triggered directly as an effect from an event/decision.
- Research possible on_actions events (the new HTTT-based system will make things much easier!) for triggering Inventions - unable to directly trigger inventions, but can use flags etc.
- Research ways to make current Inventions more clear (triggered modifiers?) - in progress.
- Devise comprehensive list of Invention categories and sub-categories - in progress.
- Devise comprehensive list of Inventions to fit those categories and how those inventions are likely to be transferred - in progress.
What do you think? Do you have any further suggestions on how to improve technology, or think of any other categories (and even sub-categories) that I have not mentioned?
Thank you all for looking, any feedback would be highly appreciated
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