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Empire Total War Tech Tree

Writer: backfehagofigehanabackfehagofigehana


Schools enable you to conduct research in the technology tree; this is their main function. They also reduce the public order in their region by inciting clamor for reform. The higher you upgrade your schools, the faster it will research technology and the more public unrest it will cause. Some of the technology in the Social tree requires you to have a school upgraded to a specific level, and others will allow you to upgrade your schools to these required levels. Schools also spawn the agent Gentleman. The Gentlemen have three uses. They can be placed in your own schools to boost research, they can be placed in another nation's schools to try to steal their technology, or they can be used to duel other nation's gentlemen, a form of "assassination".




Empire Total War Tech Tree



Craft Workshops come in three different variations, weavers, potteries and smiths. Smiths are only available for construction if the same region also has a mine providing a metal, but weavers can be built in any town. Potteries are found in the Middle-East region, as well as Afghanistan and northern India. The purpose of the Craft Workshops is simply to provide region wealth, they are your money makers (besides trade and taxes). As you upgrade them, they also give you the ability to research more advanced industrial technology. The difference between the smiths and the weavers is that they give you access to different technology as you upgrade them. The smiths also earn a little more money. Potteries are more or less exact replicas of Weavers, but they do not enable the research of any technologies and they do not have a technology tree dedicated to them like the textile/metal industries.


The public order is affected by buildings in the region, tax level, if you conquered the region recently, if your religion is different from the majority of the population's, garrisoned troops and people in your government. It is also affected by clamor for reform, which increases with the construction of schools and the researching of technology in the social tree. The Town Watch is something that kicks in automatically to help you control your region if the public order dips too low, but it's pretty expensive, so make sure you try to keep your people happy. An easy way to keep a region happy is to exempt it from taxes, especially for newly conquered ones. Some troop types, like the Dragoon, has an extra effect on public order, compared to normal troops, when they are garrisoned in a city.


The Gentlemen have three uses. They can be placed in your own schools to boost research, they can be placed in another nation's schools to try to steal their technology, or they can be used to duel other nations' gentlemen or rakes, a form of "assassination". They spawn randomly from Schools (and it's upgrades) as well as from Observatories built in your region capitals. Each of these buildings increases the maximum number of gentlemen you can have by one. After spending a while researching technology of a specific tech-tree, they can gain traits that increases the rate at which they can research technology of that specific tree. Therefore you can have specialized schools that you use to only research a specific tree, such as one with a gentleman that is really good at researching military technology, one that takes care of industrial research etc.


The research tree is divided in three main categories; Military, Industry and Social. The Military category is further divided into Infantry/Cavalry, Ordnance (Artillery) and Navy. These three trees consist of technologies that enables you to make use of new troop types, new formations and firing drills, as well as reduced upkeep costs and the like. The Industrial tree is divided into Agriculture, Metal Industry and Textile Industry. These technologies allows you to construct more advanced factories and farms which earns you more money, and to increase these buildings' effectiveness. The Social tree consists of technologies that increases your trade income, your research rate and turns your population into revolting malcontents.


Each Race has access to their own specific technology tree, where players can pick and choose upgrades that improve their faction in one of many ways. As all Races are culturally unique, nothing shows their differences better than their technology tree, as the amount of technologies and the ways to unlock them vary significantly.


Logically, the Dwarfs have more technologies to unlock than any other race, but their tech tree is also the most rigid, as Dwarfs have their own stubborn traditional ways of doing things and are generally wary of progress. The Dwarfen Tech (posted above) tree consists of two large branches that are based on the pillars of their society: the Clans that are in charge of the military matters and the Guilds that keep their economy running.


Some Dwarf characters can learn skills that speed up research time and these will really pay off in the long run, as the technologies will take more and more turns to complete as you progress deeper in the tree.


The Greenskin tech tree is remarkably simple and straightforward. All upgrades have something to do with fighting, war and slaughter, as there is no Greenskin that is interested in increasing economic productivity or other useless nonsense such as that. Greenskins are unique in that they need to do a bit of thinking before they can get their most powerful units, namely the Arachnarok Spider and the Goblin Doom Diver onto the battlefield.


The Empire tech tree consists of technologies that unlock new advantages throughout the game. Research takes place constantly, but the rate at which discoveries occur can be increased by using heroes to spy or building additional research buildings at your settlements.


The technology node set key is sadly, at this point of writing, locked behind the compiled startpos and it is not possible to change it, or assign different keys to different cultures or factions.This poses a problem if you were interested in editing technology trees in such a way that different factions, within the same culture, have a different tree. There are some workarounds for this which will be described later on in the guide.


As mentioned earlier under overview, if you start rearranging the vanilla technology nodes around, it changes the tree for all factions of the same race because they all share the same culture and thus the same technology node set. There is however a way around that.


This way you effectively have different technology trees for separate factions. This however requires setting up a technology tree for all factions of the same culture in the game, otherwise some will be left without technologies.


There will be more tech-trees but those take time and even more research which we can't provide for the next update.And the former team started with the late-era uniforms and we took over from them. Furthermore, the short timeframe enables us to add more things to the game, as recruitable historical characters with accurate portraits.


1. I advise you to work on that technologies that can grant you an access to better constructions (farms, factories, schools, etc.) For example you can work on bayonets, improvements in army, and some ideas (like utilitarianism). To make it simple: these are technologies located on the left side of the achievement tree.


It probably wasn't the obvious choice, by any means. There are a number of things we look for when we pick a time period - there are things that you need, just from a gameplay point of view. You need to have a technology race, to drive the whole tech tree, so the idea of the 18th century, with the Industrial Revolution, the French Revolution, lots of themes of revolution and enlightenment... it's basically Western civilisation waking up and starting to do new things. That makes it a really interesting period from that point of view. 2ff7e9595c


 
 
 

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