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Technology
Topic Started: Nov 5 2014, 12:31 PM (21 Views)
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Technology will be handled in a manner favoring the OTL pace of advancement, with allowances for alternate research paths.

In general, new technology will appear at its historical time. This is especially true of civil inventions over which players have limited or no control. However, we recognize that there are unavoidable cases where alternate programs, funding, and military necessity will change when and where new technology appears. For those, the staff have a system in place to calculate research times.

1) Any research project a nation wishes to undertake (including researching its own historical inventions early) must be run by the staff first. The feasibility will be handled on a case-by-case basis.

2) If the staff determines a project is feasible, it will be green-lighted and assigned a difficulty level on a scale of 1 to 10. This in turn will be used to calculate a rough time to completion. Additional factors, such as how far ahead of schedule the research is, may also be used.

3) Once the project is completed, the staff will inform the nation by PM or public announcement.
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Some general guidelines:

- Players are discouraged from rushing rapidly toward new technology in the absence of clear drivers.

- For the early part of the game, there will be absolutely no funding of technology not useful in a military setting (utility subject to the interpretation of the staff). This will probably change once the game progresses past the 1910's.

- Funding of military technology will be possible at most 5 years before any historical funding (if it was historically funded) or introduced (if it was not historically funded), if the object is technically possible.

- Generous funding is not a panacea. There are usually good reasons technologies became available when and how they did and throwing money at the problem will not always solve it.

- Classes of ships (and designing military equipment in general) will be treated in the same way as other technology, but it is permissible to design your own classes or make improvements to historical classes, using the technology you already have. All ahistorical designs must remain within reason and the staff retains the right to review them if they seem unrealistic.

- These rules generally apply to creating new technology, not to adopting it. For example, if you discover that a useful item was offered to your nation early, and you want to adopt it, check with the staff to determine whether it is possible.
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