科技:修订间差异

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{{Version|Pre-release}}
{{Version|2.0}}
There are four different technology field you advance through, where each level gives you a higher bonus in that category. The research of technology is automatic, and depends primarily on your citizens. Inventions and access to certain trade-goods will increase the speed with which you research, while the total amount of pops you have determines the cost.
{{#evt:
| service= youtube
| id= bvd-KC7U67E
| description= Imperator: Rome - Characters & Inventions (inventions section starts at '''4:36''').
| alignment= right
| container=frame
}}
[[File:Technology screen.png|right|700px|thumb|The main technology interface]]
{{icon|technology}} [[Technology]] represents the discovery, improvement, and implementation of new tools, techniques, and customs that give a wide variety of powerful bonuses across every field. Technologically advanced [[state|nations]] will field a more effective military, make more efficient use of their pops and resources, and be able to create a more stable and loyal realm, while those that fall behind will find it increasingly difficult to keep up with their peers. All technologies fall into one of four fields - {{icon|mil}} martial, {{icon|civ}} civic, {{icon|ora}} oratory and {{icon|rel}} religious - and can be divided between generic '''advances''' that gain progress from generation of {{icon|research points}} '''research points''' by {{icon|nobles}} nobles and {{icon|citizens}} citizens, and the more specific {{icon|invention}} '''inventions''' that can be adopted by spending the {{icon|innovation}} innovations that advances grant. The main technology interface can be accessed though the {{icon|technology}} '''technology''' tab in the side menu bar


Each technology-field can have one researcher assigned to it. The finesse of this character impacts the speed with which research is done in that field. This character gets prominence from holding the position, and gets permanent prominence from each month holding the position. Changing researcher increases loyalty in the new researcher, and dramatically drops it in the one being replaced.
== Advances ==
{{SVersion|2.0}}
'''Advances''' represent the general level of knowledge and technology that the country has reached. They provide a baseline level of modifiers from increased technology and each advance grants {{icon|innovation}} 1 innovation that can be used to unlock an [[inventions|invention]]. There is no cap in the maximum level of advances that can be achieved, though ahead-of-time penalties will effectively give a soft cap to the level of advances that is realistically possible to achieve. Advances are slowly researched over time based on the amount of {{icon|research points}} research points that a country produces in proportion to its {{icon|integrated culture}} integrated culture population, subject to many different modifiers that can further increase or decrease the speed at which research progress is accumulated.


Research a level takes about 15 years if you are at 100% efficiency, which can obviously be faster or slower, depending on the setup of your nation.
=== Starting advances level ===
Each country starts with a predetermined level of technological advances, usually determined by their culture and civilization level, along with a number of unused {{icon|innovation}} innovations corresponding to its starting advances level (if applicable).


Each level researched in the four technology fields reduces invention costs by 5%, and they have the following individual bonuses.
The following countries/cultures start with all advances at level '''2''' (with {{icon|innovation}} '''8''' starting innovations):
* Italic culture group (except Ligurian, Venetic, and Rhaetian)
* Hellenistic culture group (except {{flag|Cappadocia}} and {{flag|Parthia}})
* Lycian culture
* Bithynian culture
* Punic and Phoenician culture
* Assyrian and Babylonian culture
* Median culture
* Tamil culture (if coastal)
* Magadhi, Shauraseni, Gandhari, Avanti, and Lankan culture
* {{flag|Apulia}}


==Fields==
The following countries/cultures start with all advances at level '''1''' (with {{icon|innovation}} '''4''' starting innovations):
* Bactrian culture group
* Meroitic culture (except {{flag|Boras}})
* Aksumite culture group
* Ligurian culture (except {{flag|Oxybia}})
* Aramaic culture
* Hebrew culture
* Colchian and Ibero culture
* Armenian culture
* Tamil culture (if inland)
* {{flag|Cappadocia}}
* {{flag|Parthia}}
* {{flag|Kalinga}}
* {{flag|Rathika}}


===Martial Advances===
All other countries start with no advances (level '''0''') or innovations.
+10% Naval Morale, +10% Land Morale, -25% Military Tradition Cost


===Civic Advances=== 
== Research ==
+2% Commerce Income
=== Research points ===
{{icon|research points}} '''Research points''' represent the contribution of pops towards the technological and intellectual advancement of the country, and are summed up over every pop in every owned territory every month to get the total research points for the state. Research points are generated exclusively by {{icon|nobles}} nobles and {{icon|citizens}} citizens, who produce a base output of '''0.5''' and '''0.2''' research points, respectively, each month at {{icon|happiness}} 100% happiness. Therefore, research point production is also affected by {{icon|noble output}} noble output and {{icon|citizen output}} citizen output as well as {{icon|research points}} research point modifiers, and is also heavily dependent on the {{icon|noble ratio}} {{icon|citizen ratio}} proportion and {{icon|noble happiness}} {{icon|citizen happiness}} happiness of nobles and citizens in the country. This means that in addition to directly maximizing research point production (such as by building {{icon|library}} libraries and increasing overall {{icon|pop output}} population output with {{icon|foundry}} foundries and raising {{icon|civilization}} civilization level), increasing {{icon|noble ratio}} noble ratio and {{icon|citizen ratio}} citizen ratio directly through laws and {{icon|academy}} academies and {{icon|court of law}} courts of law or indirectly by building more and larger {{icon|city}} [[cities]] (as nobles and citizens do not exist in appreciable numbers in settlements) are also an effective longer-term solution towards increasing research point production. Large cities and [[metropolis]]es are usually the largest source of research points in the middle to late game, as the stacking effects of {{icon|academy}} academies and {{icon|court of law}} courts of law as well as general {{icon|civilization}} civilization level increases from buildings means that they usually have both the highest proportion of nobles and citizens and the highest happiness and research point production per noble/citizen, though population capacity means that larger empires will still need a significant number of cities to produce enough research.


===Oratory Advances===
=== Monthly research ===
+1% Civilization Level
'''Monthly research''' is the base value of research progress for all four fields and is obtained by dividing research efficiency by '''192''', corresponding to a base time of 192 months (16 years) for each advance. The baseline research efficiency cap of 125% initially caps monthly research at '''0.65%''', with the maximum possible research efficiency of 250% giving a highest possible base monthly research of '''1.30%'''.


===Religious Advances===
=== Research progress ===
+2% Omen Power
'''Research progress''' is the actual monthly progress in each field of advances. The base value is the monthly research, which is then modified by the field-specific '''research speed''' modifier. The {{icon|technology speed}} '''technology speed''' modifier affects the research speed in all fields, while the field-specific technology modifiers ({{icon|military tech investment}} '''military tech investment''', {{icon|civic tech investment}} '''civic tech investment''', {{icon|oratory tech investment}} '''oratory tech investment''', and {{icon|religious tech investment}} '''religious tech investment''') are applied only to the research speed of one specific field. Modifiers to research speed can come from various [[Pantheon|deity]] bonuses and omens, country [[heritages]], [[trade goods]], and event/mission modifiers, but the main component of research speed for each field will typically be the attribute of the field's researcher corresponding to the field. The behind/ahead of time modifier is applied multiplicatively after all the other modifiers, and gives a {{red|-0.75%}} malus for each year ahead and {{green|+0.75%}} bonus for each year behind the country is compared to the benchmark of 1 advance every '''16''' years after the start of the game. Certain events can also directly increase the amount of research progress accumulated in a particular field.


==发明==
An advance will be researched once the total research progress for that field reaches '''100%''', with any overflow carried over for the next advance. The progress and effects (including unlocked inventions) of the next advance in each field can be viewed in the tooltip of the corresponding progress bar.
While the advances are tied directly to your nation’s progress, and is a slow progress through the years, there is also inventions around, that you can spend civic power on to get immediately.


There is always seven inventions to pick from, from a total of over 200 different ones. Each of them have a tech-level they are most likely to appear at, so you can’t stack or get all discipline bonuses in the first decades of the game no matter how lucky you get.
=== Research efficiency ===
'''Research efficiency''' is the ratio of research points produced per year to {{icon|integrated culture}} integrated culture population and the main component of the actual research progress each month, meaning that larger countries generally need higher research point generation in order to keep up with research. It is calculated according to the following formula:
: <math>\text{Research efficiency}=\frac{\text{Research Points}\cdot 12}{\text{Integrated Culture Population}}\cdot 100%</math>
Generally, it is desirable to keep research efficiency at at least 80% in order to research advances at a reasonable pace. Research efficiency has a baseline cap of '''125%''', modified by the {{icon|research points}} '''maximum research efficiency''' modifier. Each of the following inventions gives {{icon|research points}} {{green|+25%}} maximum research efficiency, giving a maximum of '''250%''' research efficiency if all of them are adopted:
* {{icon|invention}} Embracing Philosophy ({{icon|civic}} Civic Invention)
* {{icon|invention}} Stoicism ({{icon|civic}} Civic Invention, requires {{icon|culture}} Hellenistic {{icon|integrated}} primary or integrated culture)
* {{icon|invention}} Book Binding ({{icon|ora}} Oratory Invention)
* {{icon|invention}} Theological Colleges ({{icon|religious}} Religious Invention)
* {{icon|invention}} Scribae ({{icon|religious}} Religious Invention)


Each invention costs you 50 civic power, but for each invention you have taken, the cost goes up by 20%, while as we mentioned earlier technology advances reduce it by 5% each.
Even though research efficiency is capped, it can still be useful to try to push the research points to population ratio higher in order to provide a buffer when assimilating pops or integrating new territory. Small, highly urbanized city-states will generally have a much higher research efficiency than sprawling empires with many rural pops, though it is possible to have a high research efficiency even with the largest empires so long as the major cities are sufficiently large and research-focused, of which growth through [[enslavement]], [[migration]], and continued {{icon|city}} urbanization will typically be needed to keep up.


{| class="wikitable sortable"
As the denominator of research efficiency is based on the {{icon|integrated culture}} integrated culture population, not the total population, it is also possible to get high research efficiency by keeping a relatively small core of integrated culture pops compared to the empire's total output - especially useful is conquering foreign areas with significant numbers of {{icon|nobles}} nobles and {{icon|citizens}} citizens, as they will produce {{icon|research points}} research points but not count against the denominator for research efficiency. However, the lower happiness of unintegrated culture pops, and particularly those of the higher classes that produce research, generally means that more care has to be taken to ensure their {{icon|happiness}} happiness and keep {{icon|unrest}} unrest under control compared to integrating them.
|-
! 等级 !! 军事发明 !! 民政发明 !! 雄辩发明 !! 宗教发明 !! 等级


|-
=== Researchers ===
| 0 
Each technology field can have one '''researcher''' assigned to it, who leads the research efforts in that field and has a significant influence on how quickly advances in that field progress, giving a {{green|+10%}} research speed boost for each attribute point corresponding to the field ({{icon|mil}} martial for military advances, {{icon|civ}} finesse for civic advances, {{icon|ora}} charisma for oratory advances, and {{icon|rel}} zeal for religious advances). Like all other jobs and offices, holding the researcher position counts towards {{icon|prominence}} prominence, {{icon|prestige}} family prestige, {{icon|power base}} power base, and the {{icon|position}} number of positions that a major family expects to hold.
|
; 职业水手
* {{icon|trireme_discipline}} 三层划桨战船训练度 {{green| +2%}}
|
; 标准化度量衡
* {{icon|global_commerce_modifier}} 商业收入 {{green| +5%}}
|
; 城邦领事
* {{icon|improve_relation_impact}} 提高好感度的最大值 {{green| 0.20%}}
|
; 占卜祭品等级
* {{icon|omen_power}} 预兆威能 {{green| +5%}}
| 0
|-
| 0 
|
; 在实践中学习
* {{icon|global_start_experience}} 初始经验 {{green| +5%}}
|
; 房产税
* {{icon|global_tax_modifier}} 国家税收 {{green| +5%}}
|
; 为保护而侵略
* {{icon|fabricate_claim_cost_modifier}}  {{green| -10%}}
|
; 兄弟的誓言
* {{icon|land_morale_recovery}}  {{green| +2%}}
| 0
|-
| 0 
|
; 军事工匠
* {{icon|military_tech_investment}}  {{green| +5%}}
|
; 部落储备
* {{icon|global_tribesmen_output}}  {{green| +5%}}
|
; 人道准则
* {{icon|diplomatic_reputation}} 外交声誉 {{green| +1}}
|
; 药草学
* {{icon|technology_investment}} 科技速度 {{green| +5%}}
| 0
|-
| 1 
|
; 冗员兵
* {{icon|global_supply_limit_modifier}} 补给上限(全国补给限制修正) {{green| +10%}}
|
; 物流局
* {{icon|global_capital_trade_routes}}  {{green| +1}}
|
; 斐提亚勒斯祭司团
* {{icon|agressive_expansion_impact}}  {{green| -5%}}
|
; 逃奴烙印
* {{icon|happiness_for_same_culture_modifier}} 主流文化幸福度 {{green| +25%}}
| 1
|-
| 1 
|
; 特殊军械
* {{icon|siege_ability}} 围攻能力 {{green| +5%}}
|
; 毕达哥拉斯数学
* {{icon|research_points_modifier}} 研究点 {{green| +10%}}
|
; 官方演说家
* {{icon|monthly_tyranny}}  {{green| -1%}}
|
; 宏伟神庙
* {{icon|omen_duration}}  {{green| +10%}}
| 1
|-
| 1 
|
; 棒刑
* {{icon|heavy_infantry_discipline}}  {{green| +10%}}
|
; 改进的城墙建设
* {{icon|civic_tech_investment}}  {{green| +5%}}
|
; 平等整合
* {{icon|agressive_expansion_monthly_change}} 侵略性扩张变化 {{green| -2%}}
|
; 粮食配给
* {{icon|global_population_growth}} 人口增长 {{green| +5%}}
| 1
|-
| 2 
|
; 坑道
* {{icon|siege_engineers}} 攻城专家 {{green| +1}}
|
; 责任下放
* {{icon|global_tribesmen_output}}  {{green| +5%}}
|
; change_governor_policy_inv
* {{icon|change_governor_policy_cost_modifier}}  {{green| -0.2%}}
|
; 正当程序
* {{icon|ruler_popularity_gain}} 统治者人气增加 {{green| +5%}}
| 2
|-
| 2 
|
; 五滑轮起重机
* {{icon|global_defensive}} 要塞防御 {{green| +5%}}
|
; 异邦人
* {{icon|happiness_for_wrong_culture_modifier}} 错误文化幸福度 {{green| +5%}}
|
; hold_triumph_cost_modifier_inv
* {{icon|hold_triumph_cost_modifier}}  {{green| -10%}}
|
; 契约责任
* {{icon|stability_cost_modifier}} #Y 祭祀神灵#!行动花费(稳定度花费修正) {{green| -5%}}
| 2
|-
| 2 
|
; 材料科学
* {{icon|buy_military_tradition_cost_modifier}}  {{green| -10%}}
|
; 人权
* {{icon|global_slaves_output}} 全国奴隶产出 {{green| +10%}}
|
; 法定庇护
* {{icon|monthly_character_loyalty}} 每月忠诚 {{green| +1%}}
|
; 被接受的仪式
* {{icon|happiness_for_wrong_culture_group_modifier}} 错误文化组幸福度 {{green| +5%}}
| 2
|-
| 3 
|
; 玻俄提亚头盔
* {{icon|discipline}}  {{green| +5%}}
|
; 国家港口费
* {{icon|global_commerce_modifier}} 商业收入 {{green| +5%}}
|
; 人口普查数据
* {{icon|oratory_tech_investment}}  {{green| +5%}}
|
; 海兵辅助部队
* {{icon|naval_morale_recovery}} 海军士气恢复 {{green| +2%}}
| 3
|-
| 3 
|
; 百人队
* {{icon|trireme_discipline}} 三层划桨战船训练度 {{green| +2%}}
|
; 建筑十书
* {{icon|build_cost}}  {{green| -10%}}
|
; 国家印玺
* {{icon|improve_relation_impact}} 提高好感度的最大值 {{green| 0.20%}}
|
; 制革区
* {{icon|global_tribesmen_happyness}}  {{green| +5%}}
| 3
|-
| 3 
|
; 船奴
* {{icon|navy_maintenance_cost}} 海军维护费 {{green| -10%}}
|
; 陈情权
* {{icon|global_citizen_output}} 全国公民产出 {{green| +5%}}
|
; 编码
* {{icon|diplomatic_range_modifier}}  {{green| +15%}}
|
; 明矾
* {{icon|technology_investment}} 科技速度 {{green| +5%}}
| 3
|-
| 4 
|
; 发饷官
* {{icon|army_maintenance_cost}}  {{green| -10%}}
|
; 财富税
* {{icon|global_tax_modifier}} 国家税收 {{green| +5%}}
|
; 重复举止
* {{icon|agressive_expansion_impact}}  {{green| -5%}}
|
; 预言者
* {{icon|land_morale_recovery}}  {{green| +2%}}
| 4
|-
| 4 
|
; 战斗时节
* {{icon|global_supply_limit_modifier}} 补给上限(全国补给限制修正) {{green| +10%}}
|
; 权利法典
* {{icon|global_freemen_output}} 全国自由民产出 {{green| +25%}}
|
; 地方长官与资深执政官
* {{icon|monthly_governor_loyalty}}  {{green| +2%}}
|
; 开放的宗教
* {{icon|happiness_for_same_culture_modifier}} 主流文化幸福度 {{green| +25%}}
| 4
|-
| 4 
|
; 沿海防御要塞
* {{icon|pirate_spawn_chance}} 海盗出现几率 {{green| -10%}}
|
; 河流驳船
* {{icon|global_capital_trade_routes}}  {{green| +1}}
|
; 公开谈判
* {{icon|diplomatic_reputation}} 外交声誉 {{green| +1}}
|
; 个人崇拜
* {{icon|omen_duration}}  {{green| +10%}}
| 4
|-
| 5 
|
; 海上补给线
* {{icon|siege_engineers}} 攻城专家 {{green| +1}}
|
; 道德教育
* {{icon|research_points_modifier}} 研究点 {{green| +10%}}
|
; 贿买欢呼
* {{icon|monthly_tyranny}}  {{green| -1%}}
|
; 传奇的根基
* {{icon|omen_power}} 预兆威能 {{green| +5%}}
| 5
|-
| 5 
|
; 基本训练
* {{icon|global_start_experience}} 初始经验 {{green| +5%}}
|
; 土地什一税
* {{icon|global_tribesmen_output}}  {{green| +5%}}
|
; 暗中联系
* {{icon|assassinate_attempt_cost_modifier}}  {{green| -10%}}
|
; 记录传统
* {{icon|religious_tech_investment}} 宗教科技投资 {{green| +5%}}
| 5
|-
| 5 
|
; 军事保人
* {{icon|monthly_general_loyalty}}  {{green| +2%}}
|
; 长官法
* {{icon|enact_law_cost_modifier}}  {{green| -10%}} 
|
; 朝贡管理
* {{icon|tribute_income_modifier}} 贡金收入 {{green| +10%}}
|
; 征募辅助军
* {{icon|global_manpower_modifier}}  {{green| +5%}}
| 5
|-
| 6 
|
; 攻城塔
* {{icon|siege_ability}} 围攻能力 {{green| +5%}}
|
; 河流哨所
* {{icon|global_state_trade_routes}}  {{green| +1}}
|
; 宣战理由
* {{icon|war_score_cost}} 战争分数花费 {{green| -10%}}
|
; 扩大海军等阶制
* {{icon|naval_morale_recovery}} 海军士气恢复 {{green| +2  %}}
| 6
|-
| 6 
|
; 焦土战术
* {{icon|hostile_attrition}}  {{green|1%}}
|
; 扩大金融权力
* {{icon|monthly_wage_modifier}} 每月人物报酬 {{green| -10%}}
|
; 固定元老院会议时间
* {{icon|endorse_party_cost_modifier}}  {{green| -0.2%}}
|
; 赞助体育赛事
* {{icon|ruler_popularity_gain}} 统治者人气增加 {{green| +5%}}
| 6
|-
| 6 
|
; 专业训练
* {{icon|global_cohort_recruit_speed}}  {{green| +10%}}
|
; 监工
* {{icon|global_slaves_output}} 全国奴隶产出 {{green| +10%}}
|
; 属邦正式化
* {{icon|subject_opinions}} 朝贡国对我们的好感(附属国观点) {{green| +10}}
|
; 面包印章
* {{icon|global_population_growth}} 人口增长 {{green| +5%}}
| 6
|-
| 7 
|
; 军团分队
* {{icon|discipline}}  {{green| +5%}}
|
; 水力利用
* {{icon|civic_tech_investment}}  {{green| +5%}}
|
; 捍卫自由
* {{icon|agressive_expansion_impact}}  {{green| -5%}}
|
; 可接纳的教派
* {{icon|stability_cost_modifier}} #Y 祭祀神灵#!行动花费(稳定度花费修正) {{green| -5%}}
| 7
|-
| 7 
|
; 拱顶和圆顶
* {{icon|global_defensive}} 要塞防御 {{green| +5%}}
|
; 奴隶地主
* {{icon|global_goods_from_slaves}}  {{green| -1%}}
|
; 隐写术
* {{icon|diplomatic_range_modifier}}  {{green| +15%}}
|
; 锡铅合金规模化生产
* {{icon|technology_investment}} 科技速度 {{green| +5%}}
| 7
|-
| 7 
|
; 云梯
* {{icon|assault_ability}}  {{green| +5%}}
|
; 地炕
* {{icon|global_citizen_output}} 全国公民产出 {{green| +5%}}
|
; 授权地方管理
* {{icon|agressive_expansion_monthly_change}} 侵略性扩张变化 {{green| -2%}}
|
; 纪律严明的公民
* {{icon|war_exhaustion}} {{green| -25%}}
| 7
|-
| 8 
|
; 海军中队
* {{icon|trireme_discipline}} 三层划桨战船训练度 {{green| +2%}}
|
; 灯塔
* {{icon|global_commerce_modifier}} 商业收入 {{green| +5%}} 
|
; 常驻大使
* {{icon|improve_relation_impact}} 提高好感度的最大值 {{green| 0.20%}}
|
; 军团旗帜
* {{icon|land_morale_recovery}}  {{green| +2   %}}
| 8
|-
| 8 
|
; 蝎弩
* {{icon|siege_engineers}} 攻城专家 {{green| +1}}
|
; 教育家
* {{icon|research_points_modifier}} 研究点 {{green| +10%}} 
|
; 名门望族
* {{icon|monthly_character_loyalty}} 每月忠诚 {{green| +1%}}
|
; 手算盘
* {{icon|global_freemen_happyness}}  {{green| +5%}} 
| 8
|-
| 8 
|
; 铁匠学徒
* {{icon|heavy_infantry_cost}}  {{green| -10%}}
|
; 约束税吏
* {{icon|global_freemen_output}} 全国自由民产出 {{green| +25%}}
|
; 比例协定
* {{icon|tribute_income_modifier}} 贡金收入 {{green| +10%}}
|
; 一举两得
* {{icon|global_manpower_modifier}}  {{green| +5%}}
| 8
|-
| 9 
|
; 围城封锁
* {{icon|siege_ability}} 围攻能力 {{green| +5%}}
|
; 公共职责
* {{icon|global_tax_modifier}} 国家税收 {{green| +5%}}
|
; 驾临
* {{icon|monthly_tyranny}}  {{green| -1%}}
|
; 壮大宗教节日
* {{icon|omen_power}} 预兆威能 {{green| +5%}}
| 9
|-
| 9 
|
; 依样建造
* {{icon|global_ship_recruit_speed}}  {{green| +10%}}
|
; 部落代言人
* {{icon|global_tribesmen_output}}  {{green| +5%}}
|
; 谍报
* {{icon|inspire_disloyalty_cost_modifier}}  {{green| -0.25%}}
|
; 少数宗教融合
* {{icon|happiness_for_wrong_culture_group_modifier}} 错误文化组幸福度 {{green| +5%}}
| 9
|-
| 9 
|
; 工兵长官
* {{icon|military_tech_investment}}  {{green| +5%}}
|
; 殖民地
* {{icon|freemen_move_cost_modifier}}  {{green| -0.2%}}
|
; 峰会
* {{icon|diplomatic_relations}}  {{green| +1}}
|
; 削减督管
* {{icon|global_monthly_state_loyalty}}  {{green| +5%}}
| 9
|-
| 10
|
; 激励老兵
* {{icon|discipline}}  {{green| +5%}}
|
; 海上巡逻队
* {{icon|global_state_trade_routes}}  {{green| +1}}
|
; 雇佣兵倚赖
* {{icon|mercenary_maintenance_cost}}  {{green| -10%}}
|
; 舰队等阶制
* {{icon|naval_morale_recovery}} 海军士气恢复 {{green| +2  %}}
| 10
|-
| 10
|
; 随船医生
* {{icon|naval_unit_attrition}}  {{green| -10%}}
|
; 准予释奴
* {{icon|freemen_promotion_cost_modifier}}  {{green| -10%}}
|
; 军人大使
* {{icon|agressive_expansion_impact}}  {{green| -5%}}
|
; 产科医学
* {{icon|global_population_growth}} 人口增长 {{green| +5%}}
| 10
|-
| 10
|
; 主动操练
* {{icon|experience_decay}}  {{green| -10%}}
|
; 宗教同化
* {{icon|convert_pop_cost_modifier}}  {{green| -0.2%}}
|
; 逐步经济整合
* {{icon|agressive_expansion_monthly_change}} 侵略性扩张变化 {{green| -2%}}
|
; 禁止巫术
* {{icon|omen_duration}}  {{green| +10%}}
| 10
|-
| 11
|
; 后勤部门
* {{icon|global_supply_limit_modifier}} 补给上限(全国补给限制修正) {{green| +10%}}
|
; 几何学之父
* {{icon|research_points_modifier}} 研究点 {{green| +10%}}
|
; 战争宣传
* {{icon|war_score_cost}} 战争分数花费 {{green| -10%}}
|
; 共治
* {{icon|ruler_popularity_gain}} 统治者人气增加 {{green| +5%}}
| 11
|-
| 11
|
; 征兵标准
* {{icon|global_start_experience}} 初始经验 {{green| +5%}}
|
; 文化司法
* {{icon|happiness_for_wrong_culture_modifier}} 错误文化幸福度 {{green| +5%}}
|
; 城镇宣传员
* {{icon|smear_character_cost_modifier}}  {{green| -10%}}
|
; 斯多葛主义
* {{icon|global_unrest}}  {{green| -1     }}
| 11
|-
| 11
|
; 标准化补给
* {{icon|fort_maintenance_cost}}  {{green| -10%}}
|
; 文化管理
* {{icon|assimilate_pop_cost_modifier}}  {{green| -10%}}
|
; 行政庇护
* {{icon|monthly_character_loyalty}} 每月忠诚 {{green| +1%}}
|
; 速记
* {{icon|technology_investment}} 科技速度 {{green| +5%}}
| 11
|-
| 12
|
; 要塞化营地
* {{icon|global_defensive}} 要塞防御 {{green| +5%}}
|
; 监管放贷者
* {{icon|global_commerce_modifier}} 商业收入 {{green| +5%}}
|
; 行省人口普查
* {{icon|oratory_tech_investment}}  {{green| +5%}}
|
; 资助安葬
* {{icon|stability_cost_modifier}} #Y 祭祀神灵#!行动花费(稳定度花费修正) {{green| -5%}}
| 12
|-
| 12
|
; 退休金
* {{icon|army_maintenance_cost}}  {{green| -10%}}
|
; 废物处理设施
* {{icon|global_citizen_output}} 全国公民产出 {{green| +5%}}
|
; 外交特权
* {{icon|diplomatic_reputation}} 外交声誉 {{green| +1}}
|
; 玻璃吹制
* {{icon|global_citizen_happyness}}  {{green| +5%}}
| 12
|-
| 12
|
; 托尔门塔
* {{icon|siege_engineers}} 攻城专家 {{green| +1}}
|
; 公有奴隶
* {{icon|global_slaves_output}} 全国奴隶产出 {{green| +10%}}
|
; 移位加密法
* {{icon|diplomatic_range_modifier}}  {{green| +15%}}
|
; 重释预兆
* {{icon|call_omen_cost_modifier}}  {{green| -100%}}
| 12
|-
| 13
|
; 外圈围城工事
* {{icon|siege_ability}} 围攻能力 {{green| +5%}}
|
; 宗教活动的权利
* {{icon|global_tribesmen_output}}  {{green| +5%}}
|
; 神圣命令
* {{icon|agressive_expansion_impact}}  {{green| -5%}}
|
; 军事勋章
* {{icon|land_morale_recovery}}  {{green| +2   %}}
| 13
|-
| 13
|
; 齐步行军
* {{icon|army_movement_speed}}  {{green| +10%}}
|
; 水泵
* {{icon|global_freemen_output}} 全国自由民产出 {{green| +25%}}
|
; 世袭大使
* {{icon|improve_relation_impact}} 提高好感度的最大值 {{green| 0.20%}}
|
; 惩戒清单
* {{icon|naval_morale_recovery}} 海军士气恢复 {{green| +2 %}}
| 13
|-
| 13
|
; 斯基泰鞍
* {{icon|heavy_cavalry_discipline}}  {{green| +10%}}
|
; 贸易品口碑
* {{icon|create_trade_route_cost_modifier}}  {{green| -0.25%}}
|
; 年度付款
* {{icon|tribute_income_modifier}} 贡金收入 {{green| +10%}}
|
; 医疗辅助部队
* {{icon|global_manpower_modifier}}  {{green| +5%}}
| 13
|-
| 14
|
; 军功制
* {{icon|discipline}}  {{green| +5%}}
|
; 鼓励探险
* {{icon|global_state_trade_routes}}  {{green| +1}}
|
; 手势艺术
* {{icon|monthly_tyranny}}  {{green| -1%}}
|
; 公共工程部门
* {{icon|ruler_popularity_gain}} 统治者人气增加 {{green| +5%}}
| 14
|-
| 14
|
; 堑壕
* {{icon|global_defensive}} 要塞防御 {{green| +5%}}
|
; 国土使用
* {{icon|global_tax_modifier}} 国家税收 {{green| +5%}}
|
; 公民权转换
* {{icon|subject_opinions}} 朝贡国对我们的好感(附属国观点) {{green| +10}}
|
; 鼓励移民
* {{icon|global_population_growth}} 人口增长 {{green| +5%}}
| 14
|-
| 14
|
; 强化撞角
* {{icon|trireme_discipline}} 三层划桨战船训练度 {{green| +2%}}
|
; 接纳哲学
* {{icon|research_points_modifier}} 研究点 {{green| +10%}}
|
; 盛大凯旋
* {{icon|monthly_general_loyalty}} 每月将领忠诚度 {{green| +2%}}
|
; 家庭守护神
* {{icon|omen_duration}}  {{green| +10%}}
| 14
|-
| 15
|
; 延迟的辎重队
* {{icon|global_supply_limit_modifier}} 补给上限(全国补给限制修正) {{green| 0.25%}}
|
; 土地测量师
* {{icon|build_expensive_roads_cost_modifier}} #Y 修建道路#!行动花费 {{green| -0.25%}}
|
; 选择性豁免
* {{icon|bribe_character_cost_modifier}} #Y 贿赂人物#!行动花费 {{green| -10%}}
|
; 教规禁令
* {{icon|omen_power}} 预兆威能 {{green| +5%}}
| 15
|-
| 15
|
; 精英征兵标准
* {{icon|global_start_experience}} 初始经验 {{green| +5%}}
|
; 少数派请愿
* {{icon|happiness_for_wrong_culture_modifier}} 错误文化幸福度 {{green| +5%}}
|
; 效忠誓言
* {{icon|agressive_expansion_monthly_change}} 侵略性扩张变化 {{green| -2%}}
|
; 戏剧输出
* {{icon|happiness_for_same_culture_modifier}} 主流文化幸福度 {{green| +25%}}
| 15
|-
| 15
|
; 改进型训练场
* {{icon|cohort_reinforcement_speed}} 补员速度 {{green| +5%}}
|
; 挣得自由
* {{icon|global_slaves_output}} 全国奴隶产出 {{green| +10%}}
|
; 扩大外交
* {{icon|control_range_modifier}} 控制范围修正 {{green| +15%}}
|
; 零
* {{icon|technology_investment}} 科技速度 {{green| +5%}}
| 15
|-
| 16
|
; 攻城坡
* {{icon|siege_engineers}} 攻城专家 {{green| +1}}
|
; 临时军官
* {{icon|monthly_wage_modifier}} 每月人物报酬 {{green| -10%}}
|
; 象征胜利
* {{icon|war_score_cost}} 战争分数花费 {{green| -10%}}
|
; 根本法
* {{icon|ruler_popularity_gain}} 统治者人气增加 {{green| +5%}}
| 16
|-
| 16
|
; 随军医生
* {{icon|land_unit_attrition}} 陆军单位负担修正 {{green| -10%}}
|
; 清洁水源
* {{icon|global_citizen_output}} 全国公民产出 {{green| +5%}}
|
; 高尚的使节
* {{icon|diplomatic_reputation}} 外交声誉 {{green| +1}}
|
; 家庭祭司
* {{icon|stability_cost_modifier}} #Y 祭祀神灵#!行动花费(稳定度花费修正) {{green| -5%}}
| 16
|-
| 16
|
; 战术撤退
* {{icon|retreat_delay}} 撤退延迟 {{green| -2%}}
|
; 国家消防队
* {{icon|global_freemen_output}} 全国自由民产出 {{green| +25%}}
|
; 本地使馆
* {{icon|subject_loyalty}} 附属国忠诚 {{green| 10%}}
|
; 书记官
* {{icon|religious_tech_investment}} 宗教科技投资 {{green| +5%}}
| 16
|-
| 17
|
; 光荣退伍
* {{icon|navy_maintenance_cost}} 海军维护费 {{green| -10%}}
|
; 渐变的公民权
* {{icon|citizen_promotion_cost_modifier}} 公民升级花费 {{green| -10%}}
|
; 合法条约
* {{icon|improve_relation_impact}} 提高好感度的最大值 {{green| 0.20%}}
|
; 船首装饰
* {{icon|naval_morale_recovery}} 海军士气恢复 {{green| +2  %}}
| 17
|-
| 17
|
; 三角帆
* {{icon|navy_movement_speed}} 海军移动速度 {{green| +10%}}
|
; 混凝土
* {{icon|build_time}} 建造时间 {{green| -0.2%}}
|
; 庇护主义
* {{icon|monthly_character_loyalty}} 每月忠诚 {{green| +2%}}
|
; 主要宗教融合
* {{icon|happiness_for_wrong_culture_group_modifier}} 错误文化组幸福度 {{green| +5%}}
| 17
|-
| 17
|
; 例行巡逻队
* {{icon|pirate_spawn_chance}} 海盗出现几率 {{green| -10%}}
|
; 佣兵利益
* {{icon|recruit_mercenary_cost_modifier}} 雇佣雇佣兵花费 {{green| -0.25%}}
|
; 朝贡使节
* {{icon|tribute_income_modifier}} 贡金收入 {{green| +10%}}
|
; 连坐
* {{icon|monthly_corruption}} 每月腐败 {{green| -2%}}
| 17
|-
| 18
|
; 弩炮
* {{icon|siege_ability}} 围攻能力 {{green| +5%}}
|
; 钉死在十字架
* {{icon|global_slaves_output}} 全国奴隶产出 {{green| +10%}}
|
; 激励将领
* {{icon|recruit_general_cost_modifier}}  {{green| -0.25%}}
|
; 严刑厉法
* {{icon|land_morale_recovery}}  {{green| +2   %}}
| 18
|-
| 18
|
; 老兵重编
* {{icon|experience_decay}}  {{green| -10%}}
|
; 贸易港口
* {{icon|global_capital_trade_routes}}  {{green| +1}}
|
; 波利比奥斯方阵
* {{icon|diplomatic_range_modifier}}  {{green| +15%}}
|
; 被释奴
* {{icon|global_slaves_happyness}}  {{green| +5%}}
| 18
|-
| 18
|
; 经验丰富的航海家
* {{icon|blockade_efficiency}}  {{green| 0.2%}}
|
; 市区规划
* {{icon|global_building_slot}}  {{green| +1}}
|
; 外国情报网
* {{icon|diplomatic_relations}}  {{green| +1}}
|
; 宗教委员会
* {{icon|global_manpower_modifier}}  {{green| +5%}}
| 18
|-
| 19
|
; 起重机
* {{icon|global_defensive}} 要塞防御 {{green| 0.20%}}
|
; 进口税
* {{icon|global_tax_modifier}} 国家税收 {{green| +5%}}
|
; 层层负责
* {{icon|monthly_tyranny}}  {{green| -2%}}
|
; 水磨
* {{icon|global_population_growth}} 人口增长 {{green| +5%}}
| 19
|-
| 19
|
; 集中储备
* {{icon|global_supply_limit_modifier}} 补给上限(全国补给限制修正) {{green| 0.25%}}
|
; 奴隶的束缚
* {{icon|global_citizen_output}} 全国公民产出 {{green| +5%}}
|
; 专业的谈判代表
* {{icon|diplomatic_reputation}} 外交声誉 {{green| +2}}
|
; 集会
* {{icon|happiness_for_same_culture_modifier}} 主流文化幸福度 {{green| +25}}
| 19
|-
| 19
|
; 牵引投石机
* {{icon|siege_engineers}} 攻城专家 {{green| +2}}
|
; 有限督管
* {{icon|monthly_governor_wage}}  {{green| -10%}}
|
; 外交致歉
* {{icon|agressive_expansion_monthly_change}} 侵略性扩张变化 {{green| -2%}}
|
; 战争奉献精神
* {{icon|omen_duration}}  {{green| 0.2%}}
| 19
|-
| 20
|
; 步兵队
* {{icon|discipline}}  {{green| +10%}}
|
; 强制记账
* {{icon|global_commerce_modifier}} 商业收入 {{green| +15%}}
|
; 军事庇护人
* {{icon|monthly_character_loyalty}} 每月忠诚 {{green| +3%}}
|
; 常规敬拜
* {{icon|stability_cost_modifier}} #Y 祭祀神灵#!行动花费(稳定度花费修正) {{green| -5%}}
| 20
|-
| 20
|
; 多科目训练
* {{icon|global_start_experience}}  {{green| +5%}}
|
; 刑狱三官
* {{icon|global_freemen_output}} 全国自由民产出 {{green| +5%}}
|
; 同盟代表
* {{icon|subject_opinions}} 朝贡国对我们的好感(附属国观点) {{green| +25}}
|
; 转用符号
* {{icon|omen_power}} 预兆威能 {{green| +10%}}
| 20
|-
| 20
|
; 哈耳帕克斯
* {{icon|trireme_discipline}} 三层划桨战船训练度 {{green| +10%}}
|
; 神谕所指
* {{icon|loyalty_gain_chance_modifier}}  {{green| -0.5%}}
|
; 随从国
* {{icon|tribute_income_modifier}} 贡金收入 {{green| 0.25%}}
|
; 为生命服务
* {{icon|global_manpower_modifier}}  {{green| +100%}}
| 20


|}
== Fields ==
The modifiers for a single level of advances in each field are listed below. Each level provides an additional modifier on top of the previous ones already accumulated.


==  参考资料 ==
=== {{icon|mil}} Martial Advances===
* [[File:Land morale.png|28px]] {{green|+0.075}} Morale of Armies
* {{icon|navy morale}} {{green|+0.075}} Morale of Navies
* {{icon|army maintenance}} {{red|+2.5%}} Legion Maintenance Cost
* {{icon|navy maintenance}} {{red|+2.5%}} Navy Maintenance Cost
 
=== {{icon|civ}} Civic Advances===
* {{icon|pop cap}} {{green|+1%}} Population Capacity
* {{icon|food}} {{green|+1%}} Global Monthly Food Modifier
 
=== {{icon|ora}} Oratory Advances===
* {{icon|civilization}} {{green|+0.5%}} Country Civilization Value
 
=== {{icon|rel}} Religious Advances===
* {{icon|omen power}} {{green|+1%}} Omen Power
 
== Inventions ==
{{main|Invention}}
{{icon|invention}} '''发明''' 代表着特定的技术或做法,可以被国家采用,以获得特定的军事、经济或政治效果和奖金。每一项发明都与特定领域的进步相关联,其结构是树的一部分,大多数发明都需要先决条件,必须先采用后才能采取下一项发明。发明是通过花费{{icon|innovation}} '''革新'''来采纳的,主要从技术进步中获得(每一级给予一个革新),以及从一些{{icon|military tradition}} 军事传统、{{icon|mission}}菜单任务和事件中获得。
 
== References ==
<references/>
<references/>


{{Technology navbox}}
{{MechanicsNavbox}}
{{MechanicsNavbox}}
[[Category:内政]]
[[Category:Technology]]
[[en:Technology]]

2021年3月29日 (一) 10:56的最新版本

{{#evt: | service= youtube | id= bvd-KC7U67E | description= Imperator: Rome - Characters & Inventions (inventions section starts at 4:36). | alignment= right | container=frame }}

The main technology interface

Menu technology.png Technology represents the discovery, improvement, and implementation of new tools, techniques, and customs that give a wide variety of powerful bonuses across every field. Technologically advanced nations will field a more effective military, make more efficient use of their pops and resources, and be able to create a more stable and loyal realm, while those that fall behind will find it increasingly difficult to keep up with their peers. All technologies fall into one of four fields - Military power.png martial, Civic power.png civic, Oratory power.png oratory and Religious power.png religious - and can be divided between generic advances that gain progress from generation of Research points.png research points by Pop noble.png nobles and Pop citizen.png citizens, and the more specific Invention.png inventions that can be adopted by spending the Invention.png innovations that advances grant. The main technology interface can be accessed though the Menu technology.png technology tab in the side menu bar.

Advances

Advances represent the general level of knowledge and technology that the country has reached. They provide a baseline level of modifiers from increased technology and each advance grants Invention.png 1 innovation that can be used to unlock an invention. There is no cap in the maximum level of advances that can be achieved, though ahead-of-time penalties will effectively give a soft cap to the level of advances that is realistically possible to achieve. Advances are slowly researched over time based on the amount of Research points.png research points that a country produces in proportion to its Integrated.png integrated culture population, subject to many different modifiers that can further increase or decrease the speed at which research progress is accumulated.

Starting advances level

Each country starts with a predetermined level of technological advances, usually determined by their culture and civilization level, along with a number of unused Invention.png innovations corresponding to its starting advances level (if applicable).

The following countries/cultures start with all advances at level 2 (with Invention.png 8 starting innovations):

  • Italic culture group (except Ligurian, Venetic, and Rhaetian)
  • Hellenistic culture group (except 卡帕多基亚的国旗 卡帕多基亚 and 帕提亚的国旗 帕提亚)
  • Lycian culture
  • Bithynian culture
  • Punic and Phoenician culture
  • Assyrian and Babylonian culture
  • Median culture
  • Tamil culture (if coastal)
  • Magadhi, Shauraseni, Gandhari, Avanti, and Lankan culture
  • 阿普利亚的国旗 阿普利亚

The following countries/cultures start with all advances at level 1 (with Invention.png 4 starting innovations):

All other countries start with no advances (level 0) or innovations.

Research

Research points

Research points.png Research points represent the contribution of pops towards the technological and intellectual advancement of the country, and are summed up over every pop in every owned territory every month to get the total research points for the state. Research points are generated exclusively by Pop noble.png nobles and Pop citizen.png citizens, who produce a base output of 0.5 and 0.2 research points, respectively, each month at Happiness.png 100% happiness. Therefore, research point production is also affected by Noble output noble output and Pop citizen output.png citizen output as well as Research points.png research point modifiers, and is also heavily dependent on the Noble ratio Pop citizen ratio.png proportion and Noble happiness Pop citizen happiness.png happiness of nobles and citizens in the country. This means that in addition to directly maximizing research point production (such as by building Library libraries and increasing overall Population output population output with Foundry foundries and raising Civilization.png civilization level), increasing Noble ratio noble ratio and Pop citizen ratio.png citizen ratio directly through laws and Academy academies and Court of Law courts of law or indirectly by building more and larger Territory city.png cities (as nobles and citizens do not exist in appreciable numbers in settlements) are also an effective longer-term solution towards increasing research point production. Large cities and metropolises are usually the largest source of research points in the middle to late game, as the stacking effects of Academy academies and Court of Law courts of law as well as general Civilization.png civilization level increases from buildings means that they usually have both the highest proportion of nobles and citizens and the highest happiness and research point production per noble/citizen, though population capacity means that larger empires will still need a significant number of cities to produce enough research.

Monthly research

Monthly research is the base value of research progress for all four fields and is obtained by dividing research efficiency by 192, corresponding to a base time of 192 months (16 years) for each advance. The baseline research efficiency cap of 125% initially caps monthly research at 0.65%, with the maximum possible research efficiency of 250% giving a highest possible base monthly research of 1.30%.

Research progress

Research progress is the actual monthly progress in each field of advances. The base value is the monthly research, which is then modified by the field-specific research speed modifier. The Technology speed technology speed modifier affects the research speed in all fields, while the field-specific technology modifiers (Military tech investment.png military tech investment, Civic tech investment.png civic tech investment, Oratory tech investment.png oratory tech investment, and Religious tech investment.png religious tech investment) are applied only to the research speed of one specific field. Modifiers to research speed can come from various deity bonuses and omens, country heritages, trade goods, and event/mission modifiers, but the main component of research speed for each field will typically be the attribute of the field's researcher corresponding to the field. The behind/ahead of time modifier is applied multiplicatively after all the other modifiers, and gives a -0.75% malus for each year ahead and +0.75% bonus for each year behind the country is compared to the benchmark of 1 advance every 16 years after the start of the game. Certain events can also directly increase the amount of research progress accumulated in a particular field.

An advance will be researched once the total research progress for that field reaches 100%, with any overflow carried over for the next advance. The progress and effects (including unlocked inventions) of the next advance in each field can be viewed in the tooltip of the corresponding progress bar.

Research efficiency

Research efficiency is the ratio of research points produced per year to Integrated.png integrated culture population and the main component of the actual research progress each month, meaning that larger countries generally need higher research point generation in order to keep up with research. It is calculated according to the following formula:

[math]\displaystyle{ \text{Research efficiency}=\frac{\text{Research Points}\cdot 12}{\text{Integrated Culture Population}}\cdot 100% }[/math]

Generally, it is desirable to keep research efficiency at at least 80% in order to research advances at a reasonable pace. Research efficiency has a baseline cap of 125%, modified by the Research points.png maximum research efficiency modifier. Each of the following inventions gives Research points.png +25% maximum research efficiency, giving a maximum of 250% research efficiency if all of them are adopted:

  • Invention.png Embracing Philosophy (Civic faction Civic Invention)
  • Invention.png Stoicism (Civic faction Civic Invention, requires Policy cultural assimilation.png Hellenistic Integrated.png primary or integrated culture)
  • Invention.png Book Binding (Oratory power.png Oratory Invention)
  • Invention.png Theological Colleges (Religious faction Religious Invention)
  • Invention.png Scribae (Religious faction Religious Invention)

Even though research efficiency is capped, it can still be useful to try to push the research points to population ratio higher in order to provide a buffer when assimilating pops or integrating new territory. Small, highly urbanized city-states will generally have a much higher research efficiency than sprawling empires with many rural pops, though it is possible to have a high research efficiency even with the largest empires so long as the major cities are sufficiently large and research-focused, of which growth through enslavement, migration, and continued Territory city.png urbanization will typically be needed to keep up.

As the denominator of research efficiency is based on the Integrated.png integrated culture population, not the total population, it is also possible to get high research efficiency by keeping a relatively small core of integrated culture pops compared to the empire's total output - especially useful is conquering foreign areas with significant numbers of Pop noble.png nobles and Pop citizen.png citizens, as they will produce Research points.png research points but not count against the denominator for research efficiency. However, the lower happiness of unintegrated culture pops, and particularly those of the higher classes that produce research, generally means that more care has to be taken to ensure their Happiness.png happiness and keep Unrest.png unrest under control compared to integrating them.

Researchers

Each technology field can have one researcher assigned to it, who leads the research efforts in that field and has a significant influence on how quickly advances in that field progress, giving a +10% research speed boost for each attribute point corresponding to the field (Military power.png martial for military advances, Civic power.png finesse for civic advances, Oratory power.png charisma for oratory advances, and Religious power.png zeal for religious advances). Like all other jobs and offices, holding the researcher position counts towards Prominence.png prominence, Family prestige family prestige, Power base power base, and the Position number of positions that a major family expects to hold.

Fields

The modifiers for a single level of advances in each field are listed below. Each level provides an additional modifier on top of the previous ones already accumulated.

Military power.png Martial Advances

  • Land morale.png +0.075 Morale of Armies
  • Naval morale.png +0.075 Morale of Navies
  • Army maintenance cost.png +2.5% Legion Maintenance Cost
  • Navy maintenance cost.png +2.5% Navy Maintenance Cost

Civic power.png Civic Advances

  • Population capacity +1% Population Capacity
  • Monthly food.png +1% Global Monthly Food Modifier

Oratory power.png Oratory Advances

  • Civilization.png +0.5% Country Civilization Value

Religious power.png Religious Advances

  • Omen.png +1% Omen Power

Inventions

主条目:Invention

Invention.png 发明 代表着特定的技术或做法,可以被国家采用,以获得特定的军事、经济或政治效果和奖金。每一项发明都与特定领域的进步相关联,其结构是树的一部分,大多数发明都需要先决条件,必须先采用后才能采取下一项发明。发明是通过花费Invention.png 革新来采纳的,主要从技术进步中获得(每一级给予一个革新),以及从一些Military tradition.png 军事传统、Menu mission.png菜单任务和事件中获得。

References


Template:Technology navbox

国内政策 国家属性人物内战文化政府传承法律国家理念职位叛乱宗教科技
经济政策 建筑经济食物奇观人口贸易商品
省份 区域省份领土殖民地产
军事 军事传统陆军陆军单位陆战海军围城海战
对外政策 条约战争宣战理由宣称外交附属国蛮族
脚本 事件决议使命
其他 成就对手国家游戏配置