Tech Tree - Tech effects and progression.
Moderators: Balthagor, Legend, Moderators
Re: Tech Tree - Tech effects and progression.
Problem with this tech tree is that there are several techs which lowers requirement of stuff. Worsen the economy further with time.
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- Brigadier Gen.
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Re: Tech Tree - Tech effects and progression.
Some other issues:
1) synchronous power grids should be a must have tech to electrify a country. but at the start of the game all countries have electric consumption, meaning that they are already electrified.
2) industrialization should be a must have tech to unlock all production and fabrication facilities
3) without land fabrication garisson units should not appear. how they get their guns?
1) synchronous power grids should be a must have tech to electrify a country. but at the start of the game all countries have electric consumption, meaning that they are already electrified.
2) industrialization should be a must have tech to unlock all production and fabrication facilities
3) without land fabrication garisson units should not appear. how they get their guns?
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- Warrant Officer
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Re: Tech Tree - Tech effects and progression.
In reality every country in the world has at least enough guns to equip several garrison units, land fabrication is not needed for that.georgios wrote:Some other issues:
1) synchronous power grids should be a must have tech to electrify a country. but at the start of the game all countries have electric consumption, meaning that they are already electrified.
2) industrialization should be a must have tech to unlock all production and fabrication facilities
3) without land fabrication garisson units should not appear. how they get their guns?
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- Brigadier Gen.
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Re: Tech Tree - Tech effects and progression.
"Gene Manipulation" - If I'm not mistaken this is the last technology in a tree and leads to nothing, has no effects except for being strongly opposed by the public and costs 10,000M and takes 380 days to complete.
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- Brigadier Gen.
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Re: Tech Tree - Tech effects and progression.
Flak towers again with no mesh or some effect in SRGW.
Con forza ed ardimento
- Balthagor
- Supreme Ruler
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Re: Tech Tree - Tech effects and progression.
With the exception of a few techs discussed in this thread, all techs should do at least one of the following;ArthurDesmond wrote: ↑Aug 18 2020 I know there are other threads on the subject but many of them are old and for earlier games. There are some techs that don't have listed effects. Some I know represent infrastructure necessary for certain projects or combined technology required for particular units. Do the others just have some kind of invisible effect on the economy or DAR, etc?
- Unlock units
- Unlock more technologies
- Have an effect on stats
- Have an effect on public opinion (- or +)
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- Warrant Officer
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Re: Tech Tree - Tech effects and progression.
For the techs without listed effects are there hidden effects for some of them? Are some only affecting DAR/MAR?
- Balthagor
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Re: Tech Tree - Tech effects and progression.
It's not directly DAR/MAR, there values for "population support" (internal) and "World Support" (external) that reflect what people think of researching that tech. There is vague wording for this if it's above/below a certain range. Nothing is specifically hidden.