
An American Joint Strike Fighter prototype
RESEARCH AND DEVELOPMENT
Research in new technologies and weapons systems is something a lot of players like to do. Sometimes it helps a lot, giving you an advantage over an enemy. Sometimes it wastes cash and money that would be better spent on existing weapons systems. Sometimes it is a complete waste, like when players try to develop Warp Drive or Giant Squeaky Ducks to be their navy's new flagship.
For the new game, there are also new research rules. There are now two ways to research new technologies. You can define the exact technology that you are researching, in which case the given costs and times apply. Research points spent on one defined technology may only be used to research that exact technology, and if you change your mind later, they are wasted.
On the other hand, you can conduct "Moderator-directed" research. In this case, you only choose the subpath, such as Military-Naval or Economic-Resource technologies. The Moderators will decide which technology you receive, and it will be given at a lower cost and shorter time than if you aimed for it yourself. The technology may be one of the technologies on the lists below, or it may be a new one the Moderators just dreamed up or developed specifically for your use, but it WILL be something the Moderators feel would be very useful in your current situation.
Each nation has an assigned research level, and pre-defined technologies have an assigned cost. Your research level is a measurement of your combined military and private-sector research establishment's size and skill. Nations with high literacy and a long tradition of being on the forefront of developing technology (like the US and Japan) have a high research level, nations with low literacy, few colleges, and very little established research capacity, will have a low research level. For example, If you are Central Africa, researching stealth technology is going to cost more and take longer then it would if you are Japan or Russia.
Your research level tells you 3 things: How effective a given level of spending will be, how long it will take you on average to research things, and how much research is going on when you aren't spending extra cash. That's right, even if you DON'T spend cash, SOME research is still done.
Research levels:
- Level 7: Cash spent x4 for cost, minus 2 turns time
- Level 6: Cash spent x3.5, time minus 1 turn time
- Level 5: Cash spent x3 for cost, no time change
- Level 4: Cash spent x2.5, time plus 1 turn
- Level 3: Cash spent x2. time plus 1 turns
- Level 2: Cash spent x1.5, time plus 2 turns
- Level 1: Cash spent x1, time plus 2 turns
- Level 0: Don't make me laugh. No one has this level. Not even ISU's Department of Economics.
Also, each turn you get one free research point per level. So, if you are level 5, even if you are spending NO cash, you get 5 free research points each build cycle.
Your research effectiveness is also affected by your type of government. Governments that encourage freedom of inquiry and expression can do research more effectively than repressive ones. On the other hand, researchers who know hey will be shot if they don't produce results tend to be highly motivated.
Government bonuses:
- Monarchy/Dictatorship: -1 level
- Alliance/Federation: No change
- Republic/Democracy: +1 level
Each pre-defined technology has a defined cost. Make up something new, and the Moderator will assign it a cost, but he may or may not tell YOU what that cost is.
Example: Player-directed research
Developing Stealth:
Cost: 80 points
Min Time: 5 turns
The Obsidian Order is a Republic with Level 6 research capability. Because they are a Republic, however, their effective research level is 7. This drops the number of turns to 3 turns at a minimum. Over those three turns, they would get 21 free research points, since they get 7 free research points per turn. If they want to get that technology in the minimum time, they need to buy another 59 research points. Since they can spend 1 cash point to get 4 research points, they need to spend 15 cash points to get the needed research points. It does not matter if they spend these 15 cash points all at once or 5 points a turn for 3 turns. No matter how much they spend, however, they CANNOT get the tech in less than 3 turns.
Example: Moderator-directed research
The Pink Protectorate is a Monarchy with Level 3 research capability. Because they are a Monarchy, their effective research capability is Level 2. They can't afford to spend money on extra research, but those 2 points of free research each turn eventually add up. So, they spend their free points on Moderator-directed research, and they choose Military-Naval technology. Now, since Pink has little industry, the Moderators don't give them CVX or CVB technology, they give them something they can use with a low income and little industry: Stealth FAC. And, they get it after only 10 turns, or 20 free research points, have been spent on this pathway.
The pre-defined technologies:
Military Pathways:
Naval Technologies:
Magnetohydrodynamic Drive
AEGIS Radar/Missile Systems
AIP Submarine Propulsion Systems
BGL Sensors
Stealth FAC
Miniaturized Nuclear Warheads
Improved Subystems
Aircraft Technologies:
Stealth
Anti-Stealth
Ground-based SDI
Space-based SDI
Mobile SDI
Stealth Missiles
Airborne Laser Systems
EMP Weapons
ASAT Weapons
Improved Subystems
Army Technologies
Body Armor
Advanced Tanks
Advanced Portable SAM's
Improved Subystems
Economic Pathways:
Resource Technologies:
Advanced Recycling
Energy Conservation
Fusion Power
Finding New Resources
Solar Power
Production Technologies:
Industrial Automation
Electronic Fund Transfers
Hybrid Crops
Espionage Technologies:
Offensive Computer Virus
Defensive Anti-virus Software
Advanced Polygraphs
Advanced Hypnotism
Developing New Unit Types
Other possible technologies:
You can develop and build ANY reasonably-realistic military technology, including Midget submarines, advanced aircraft types, and even personal rocketpacks for paratroops. Development Costs of these systems and any other systems that are proposed will be defined by the moderator on a case-by-case basis, but he may or may not tell YOU how much they cost. However, all technologies must be something that the Moderators feel is realistic to be developed some time in the next ten years.





