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comagoosie

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Some statistics that some may want to look at.

To find what tech level you should be at:
Formula = (X – 475) / 10
  1. Take the year that you are at.
  2. Minus 475 from year.
  3. Divide the number by 10.
  4. Round down.
To find tech level you want to achieve by a certain date:
Formula = X • 10 + 474
  1. Take tech level that you want.
  2. Times tech level by 10
  3. Add 475

NOTE: Just because you have reached a tech level doesn't mean you get the invention. There are certain requirements for each invention. Oftentimes if you achieve one invention, it cancels out another.

The format:
Code:
(tech leve)    (tech level)     (the invention name)                    (the result)

Civic:
Code:
Tech Level	1	:	religious_organisation	        =	temple = yes
Tech Level	1	:	patronage	                =	lose_invention = double_dealing and underhand_diplomacy.  monthly_character_loyalty = 0.05
Tech Level	2	:	double_dealing	                =	diplomatic_missions = 0.01
Tech Level	2	:	regularised_tribute	        =	tribute_income_modifier = 0.05
Tech Level	3	:	open_courts	                =	monthly_character_loyalty = 0.05
Tech Level	4	:	classical_greek_philiosphy	=	research_points_modifier = 0.05 
Tech Level	4	:	underhand_diplomacy	        =	intrigue_missions = 0.01
Tech Level	5	:	formal_embassies	        =	diplomatic_missions = 0.05
Tech Level	6	:	improved_contacts	        =	intrigue_missions = 0.05
Tech Level	7	:	small_scale_corruption	        =	corruption = 0.05
Tech Level	8	:	political_prosecution	        =	lose_invention = open_courts.  monthly_character_popularity = 0.05
Tech Level	9	:		                        =	
Tech Level	10	:	closed_nobility	                =	tribute_income_modifier = 0.05
Tech Level	10	:	open_nobility	                =	global_revolt_risk = -0.5
Tech Level	10	:	divine_favour	                =	ruler_popularity_gain = 0.05
Tech Level	11	:	plebeian_nobility	        =	max_friends  + 1.  max_rivals + 1
Tech Level	11	:	noble_plotting	                =	lose_invention = patronage
Tech Level	12	:	citizenship_on_emancipation	=	slaves_to_freedmen = 0.01
Tech Level	12	:	educational_status	        =	research_points_modifier = 0.05 
Tech Level	12	:	dissatisfied_plebs	        =	global_revolt_risk = 0.5
Tech Level	13	:	natural_diplomacy	        =	diplomatic_missions = 0.05
Tech Level	13	:	the_mob	                        =	monthly_character_popularity = 0.1
Tech Level	13	:	natural_intrigue	        =	intrigue_missions = 0.05
Tech Level	14	:	province_exploitation	        =	corruption = 0.05
Tech Level	14	:	civic_planning	                =	None
Tech Level	15	:		                        =	
Tech Level	16	:		                        =	
Tech Level	17	:		                        =	
Tech Level	18	:	arena_invention	                =	arena = yes
Tech Level	19	:		                        =	
Tech Level	20	:	philosphical_heroes	        =	research_points_modifier = 0.05
Tech Level	20	:	factional_politics	        =	max_rivals + 1.  max_friends + 1
Tech Level	20	:	improved_tribute	        =	tribute_income_modifier = 0.05 
Tech Level	21	:		                        =	
Tech Level	22	:	social_mobility	                =	  freedmen_to_citizen = 0.01
Tech Level	22	:	restless_outsiders	        =	global_revolt_risk = 0.5
Tech Level	23	:		                        =	
Tech Level	24	:	social_contentment	        =	global_revolt_risk = -0.5
Tech Level	24	:	endemic_corruption	        =	corruption = 0.1
Tech Level	24	:	rulership_via_strength	        =	monthly_character_loyalty = -0.05
Tech Level	25	:		                        =	
Tech Level	26	:	renowned_diplomacy	        =	diplomatic_missions = 0.05
Tech Level	26	:	extrenal_plotting	        =	intrigue_missions = 0.05
Tech Level	27	:		                        =	
Tech Level	28	:		                        =	
Tech Level	29	:		                        =	
Tech Level	30	:		                        =

Construction:
Code:
Tech Level	1	:	forum_invention	                =	forum = yes
Tech Level	1	:	fort1_invention	                =	fort1 = yes
Tech Level	1	:	irrigation_invention	        =	irrigation = yes
Tech Level	2	:		                        =	
Tech Level	3	:		                        =	
Tech Level	4	:		                        =	
Tech Level	5	:	mining_invention	        =	mine = yes
Tech Level	6	:		                        =	
Tech Level	7	:		                        =	
Tech Level	8	:		                        =	
Tech Level	9	:	forestry_invention	        =	forestry = yes
Tech Level	10	:	the_value_of_functionality	=	build_time = -0.01
Tech Level	10	:	fort2_invention	                =	fort2 = yes
Tech Level	10	:	the_value_of_form	        =	build_time = 0.02. monthly_character_loyalty = 0.01
Tech Level	11	:		                        =	
Tech Level	12	:	academy_invention	        =	academy = yes
Tech Level	12	:	revolt_against_decadence	=	build_cost = -0.01
Tech Level	12	:	the_pursuit_of_decadence	=	build_cost = 0.02. global_religious_prestige = 0.01
Tech Level	13	:		                        =	
Tech Level	14	:	internal_decoration	        =	build_cost = 0.02. omen_chance = 0.01
Tech Level	14	:	standardised_designs	        =	build_time = -0.01
Tech Level	15	:	road_building 	                =	roads = yes
Tech Level	16	:	concrete	                =	build_cost = -0.01
Tech Level	16	:	decorative_enhancement	        =	build_time = 0.02. tribute_income_modifier = 0.01
Tech Level	17	:		                        =	
Tech Level	18	:		                        =	
Tech Level	19	:		                        =	
Tech Level	20	:	outlawing_guilds	        =	build_cost = -0.01
Tech Level	20	:	fort3_invention	                =	fort3 = yes
Tech Level	20	:	colonnades	                =	build_cost = 0.02.  omen_power = 0.01
Tech Level	20	:	large_scale_building	        =	None
Tech Level	21	:		                        =	
Tech Level	22	:	competition	                =	build_time = -0.01
Tech Level	22	:	specialist_guilds	        =	build_cost = 0.02. monthly_character_loyalty = 0.01
Tech Level	22	:	archs_and_domes	                =	None
Tech Level	23	:		                        =	
Tech Level	24	:	standardisation_of_materials	=	build_cost = -0.01
Tech Level	24	:	master_craftsmen	        =	build_time = 0.02.  global_religious_prestige = 0.01
Tech Level	24	:	aqueduct_invention	        =	aqueduct = yes
Tech Level	25	:		                        =	
Tech Level	26	:	specialist_construction_tools	=	build_time = -0.01
Tech Level	26	:	high_standard-buildings	        =	build_time = 0.02. tribute_income_modifier = 0.01
Tech Level	27	:		                        =	
Tech Level	28	:	low_building_standards	        =	build_time = -0.01
Tech Level	28	:	additional_external_decoration	=	build_time = 0.02. omen_power =  0.01
Tech Level	29	:		                        =	
Tech Level	30	:	low_material_standards	        =	build_cost = -0.01
Tech Level	30	:	gilt_interior	                =	build_cost = 0.02. omen_chance = 0.01

Land:
Code:
Tech Level	1	:	mass_charge	                =	militia_offensive = 0.06. militia_discipline = -0.05. land_organisation = -0.02
Tech Level	1	:	armour	                        =	heavy_infantry_defensive = 0.02
Tech Level	1	:	inv_horse_archers	        =	horse_archers_offensive = 0.02
Tech Level	1	:	disciplined_missile_troops	=	archers_discipline = 0.02
Tech Level	1	:	steppe_cavalry	                =	cavalry_offensive = 0.02
Tech Level	1	:	noble_cavalry	                =	cavalry_discipline = 0.1. cavalry_cost = 0.1
Tech Level	2	:	elite_contigents	        =	militia_discipline = 0.01
Tech Level	3	:	throwing_spears	                =	militia_offensive = 0.01
Tech Level	3	:	basic_drill	                =	heavy_infantry_discipline = 0.01
Tech Level	4	:	tribal_divisions	        =	battle_event_chance = 0.02
Tech Level	5	:	inv_reserves	                =	militia_offensive = 0.01. militia_discipline = 0.01
Tech Level	5	:	equipment_standardisation	=	archers_offensive = 0.03
Tech Level	6	:	standardised_equipment	        =	heavy_infantry_offensive = 0.02.  heavy_infantry_defensive = 0.02
Tech Level	7	:	mercenary_skirmisher_cavalry	=	cavalry_defensive = 0.04
Tech Level	7	:	mercenary_cavalry	        = 	cavalry_offensive = 0.02
Tech Level	8	:	officers	                =	heavy_infantry_discipline = 0.02
Tech Level	9	:		                        =	
Tech Level	10	:	defensive_formation	        =	heavy_infantry_defensive = 0.03. heavy_infantry_offensive = -0.01
Tech Level	10	:	basic_armour	                =	archers_defensive = 0.02
Tech Level	11	:		                        =	
Tech Level	12	:	career_generals             	=	battle_event_chance = 0.02
Tech Level	13	:		                        =	
Tech Level	14	:	elephant_warfare	        =	warelephant_offensive = 0.05 
Tech Level	14	:	maniple_system	                = 	heavy_infantry_offensive = 0.03. heavy_infantry_defensive = 0.03. global_manpower = -0.04  
Tech Level	14	:	cavalry_support	                =	cavalry_defensive = 0.04
Tech Level	14	:	cavalry_charge	                =	cavalry_offensive = 0.02
Tech Level	14	:	political_generals	        =	battle_event_chance = 0.02. loyalty_gain_chance = 0.02
Tech Level	15	:	missile_support_troops	        =	archers_defensive = 0.04
Tech Level	15	:	missile_disruption	        =	archers_offensive = 0.04
Tech Level	16	:	loyal_veterans	                =	heavy_infantry_discipline = 0.05. loyalty_gain_chance = 0.02
Tech Level	17	:	pillium	                        =	heavy_infantry_offensive = 0.05 
Tech Level	18	:	phalanx_charge	                =	heavy_infantry_offensive = 0.03
Tech Level	19	:		                        =	
Tech Level	20	:	phalanx_deeping 	        =	heavy_infantry_defensive = 0.03
Tech Level	20	:	veteran_centurions	        =	heavy_infantry_discipline = 0.05
Tech Level	20	:	elite_archer_units	        =	archers_offensive = 0.04
Tech Level	20	:	field_fortifications	        =	archers_defensive = 0.04
Tech Level	21	:	heavy_cavalry	                =	cavalry_offensive = 0.03
Tech Level	21	:	armoured_cavalry	        =	cavalry_defensive = 0.02
Tech Level	22	:		                        =	
Tech Level	23	:		                        =	
Tech Level	24	:	mixed_phalanx	                =	heavy_infantry_defensive = 0.05
Tech Level	24	:	cohort_system	                =	global_manpower = 0.05. heavy_infantry_offensive = 0.05. heavy_infantry_defensive = 0.05 
Tech Level	25	:	field_artillery_tactics	        =	archers_offensive = 0.02
Tech Level	25	:	parthian_shot	                =	horse_archers_offensive = 0.05. horse_archers_defensive = 0.05
Tech Level	26	:	foundry_invention	        =	foundry = yes
Tech Level	27	:	sword_equiped_troops	        =	heavy_infantry_discipline = 0.02
Tech Level	27	:	marian_reforms	                =	global_manpower = 0.03. heavy_infantry_cost = -0.01 
Tech Level	28	:		                        =
Tech Level	29	:		                        =
Tech Level	30	:		                        =

Naval:
Code:
Tech Level	1	:		                        =	
Tech Level	2	:	marines	                        =	trireme_offensive = 0.05
Tech Level	3	:	merchant_class	                =	trade_income_modifier = 0.05
Tech Level	4	:		                        =	
Tech Level	5	:	naval_archers	                =	trireme_offensive = 0.05
Tech Level	6	:		                        =	
Tech Level	7	:	trading_opportunities	        =	global_trade_routes = 1
Tech Level	8	:		                        =	
Tech Level	9	:		                        =	
Tech Level	10	:	harbour_invention	        =	harbour = yes
Tech Level	10	:	trained_rowers	                =	trireme_offensive = 0.05
Tech Level	11	:		                        =	
Tech Level	12	:	archer_platforms	        =	trireme_offensive = 0.05
Tech Level	13	:	merchant_power	                =	trade_income_modifier = 0.05
Tech Level	14	:		                        =	
Tech Level	15	:	quinquereme	                =	trireme_defensive = 0.05
Tech Level	15	:	specialist_boarding_equipment	=	trireme_offensive = 0.05
Tech Level	16	:		                        =	
Tech Level	17	:		                        =	
Tech Level	18	:	catapults	                =	naval_morale  = 0.05
Tech Level	18	:	imporved_crew_discipline	=	trireme_discipline = 0.05
Tech Level	19	:		                        =	
Tech Level	20	:	trade_centres	                =	global_trade_routes = 1
Tech Level	21	:		                        =	
Tech Level	22	:		                        =	
Tech Level	23	:	covered_rowing_decks	        =	trireme_defensive = 0.05
Tech Level	23	:	formation_keeping	        =	naval_organisation = 0.05
Tech Level	24	:		                        =	
Tech Level	25	:	convoys	                        =	trade_income_modifier = 0.05
Tech Level	26	:		                        =	
Tech Level	27	:	archery_towers	                =	trireme_defensive = 0.05
Tech Level	27	:	specialist_marines	        =	trireme_offensive = 0.05
Tech Level	28	:		                        =	
Tech Level	29	:		                        =	
Tech Level	30	:	additional_archer_contigents	=	naval_morale = 0.05
Tech Level	30	:	liburnian_vessels	        =	trireme_discipline = 0.05

Religious:
Code:
Tech Level	1	:	reliable_omens	                =	omen_chance = 0.1
Tech Level	2	:		                        =	
Tech Level	3	:	cult_of_war	                =	land_morale = 0.05
Tech Level	4	:		                        =	
Tech Level	5	:	go_forth_and_multiply	        =	global_population_growth = 0.01
Tech Level	6	:	powerful_omens	                =	omen_power = 0.05
Tech Level	7	:		                        =	
Tech Level	8	:	preistly_caste	                =	stability_cost = -0.05
Tech Level	9	:		                        =	
Tech Level	10	:	prophetic_texts	                =	omen_failure_penalty = -0.05
Tech Level	11	:		                        =	
Tech Level	12	:	cult_of_the_sea	                =	naval_morale = 0.05
Tech Level	13	:		                        =	
Tech Level	14	:		                        =	
Tech Level	15	:	political_priesthood	        =	monthly_character_loyalty = 0.01
Tech Level	16	:		                        = 	
Tech Level	17	:		                        =	
Tech Level	18	:	civilised_power           	=	global_religious_prestige = 0.05 
Tech Level	19	:		                        =	
Tech Level	20	:	societal_status	                =	civilization_spread = 0.05
Tech Level	21	:		                        =	
Tech Level	22	:	prophets	                =	land_organisation = 0.05
Tech Level	22	:	the_power_of_superstition	=	omen_power = 0.05
Tech Level	22	:	the_call_of_the_sea	        =	naval_morale = 0.05
Tech Level	22	:	historic_oracular_predictions	=	omen_chance = 0.05
Tech Level	23	:		                        =	
Tech Level	24	:	messianic_belief	        =	land_organisation = 0.05. land_morale = 0.05
Tech Level	24	:	valhalla	                =	land_morale = 0.05
Tech Level	24	:	child_sacrafice           	=	ruler_popularity_gain = -0.05. stability_cost = 0.05 
Tech Level	24	:	religious_stability	        =	land_organisation = 0.05
Tech Level	25	:		                        =	
Tech Level	26	:	the_chosen_people	        =	global_population_growth = 0.01
Tech Level	26	:	cult_of_the_warrior	        =	land_morale = 0.05
Tech Level	26	:	honouring_the_sea	        =	naval_morale = 0.05
Tech Level	26	:	historic_faith	                =	omen_chance = 0.05
Tech Level	27	:		                        =	
Tech Level	28	:	militarisation_of_the_faith	=	land_morale = 0.05
Tech Level	28	:	prophetic_superstition	        =	omen_power = 0.05
Tech Level	28	:	massed_child_sacrafice	        =	ruler_popularity_gain = -0.05. stability_cost = 0.05 
Tech Level	28	:	flexible_deities	        =	global_religious_prestige = -0.05. land_organisation = 0.05
Tech Level	29	:		                        =	
Tech Level	30	:		                        =
 

Blastaz

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Good work, it might be worth adding the path you need to be on to get each invention, ie. closed/open nobility, greek/roman warfare, large/small ships etc. I mean it's pretty obvious but it would complete the table...
 

Battlecry

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We'd be very interested if you'd post this data, when perfected, in the Modifications forum. We're in the process of gathering as much data as possible for modding purposes.
 

comagoosie

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Blastaz said:
Good work, it might be worth adding the path you need to be on to get each invention, ie. closed/open nobility, greek/roman warfare, large/small ships etc. I mean it's pretty obvious but it would complete the table...
I am in the process of making a flow chart.

To have the effects of the invention in the flow chart would be too crowded and having the triggers would make the table too crowded. So once the flow chart is done I will have it up.
 

comagoosie

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Blastaz said:
Good work, it might be worth adding the path you need to be on to get each invention, ie. closed/open nobility, greek/roman warfare, large/small ships etc. I mean it's pretty obvious but it would complete the table...
I can either get the effects or I can get the triggers. Here is something I made as a sample. Let me know what you think. :)

naval1od8.jpg
 

Battlecry

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It looks nice, but it's a tad impractical (size-wise) for casual reference usage.
Perhaps something a bit more utilitarian could be produced?
 

SirGrotius

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Great stuff. I'll leave this here for a little while, but let me know if you want it in the FAQ. I have heard a lot of people ask for more specifics on tech levels / inventions.
 

comagoosie

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Ericus1 said:
Is there a reason you can only get triggers or effects, but not both? Both pieces of information would be incredibly useful.
I will work on it, but size wise, I did a sample as Navy (the smallest txt file) and this is just the triggers, imagine the effects and then imagine what it would look like with land.
battlecry said:
It looks nice, but it's a tad impractical (size-wise) for casual reference usage.
Perhaps something a bit more utilitarian could be produced?
sounds good ;)
SirGrotius said:
Great stuff. I'll leave this here for a little while, but let me know if you want it in the FAQ. I have heard a lot of people ask for more specifics on tech levels / inventions.
deal. but I don't know how long it will take me.