(1) Pluralism is a another very, very important factor to increase RP. So by researching plurality techs early you can get a nice RP boost, esp. during the first decades.
(2) Tech schools do not influence tech speed, but TECH COST (which results in faster research). So if you have a +20% modifier, you will pay 20% less RP for a tech.
(3) Dig In determines the amount of bonus during combat. It increases at a rate of 1 per 5 days up to your tech maximum and decay slowly while a unit is in combat. It is instantly reset to 0 if the defender brings reinforcements to the battle.
(4) Tech cost will slowly decrease after the starting date. So if you start researching a 1850 tech in 1900, you will get a significant RP discount (great for uncivilized nations that westernize later in the game).
(5) Army tech categories are:
Army Doctrine -> Strategic and Tactical defence (forts, dig-in, unit defence), engineer support, tanks
Light Armament -> Unit stats (except ART, AIR and ARM), new infantry unit types, combat width
Heavy Armament -> ART and ARM unit stats
Military Science -> New cavalry unit types, unit ORG, mobilization size, gas attacks, AIR stats
Army Leadership -> Unit morale, tactics, speed
(6) Naval bases also increase colonial range, which is important for some nations.
(7) Tax efficiency determines how effective your current taxation will be (100% tax @ 50% TE = 50% effective tax, 50% tax @ 100% TE = 50% effective tax).
(8) Being below 100% admin efficiency means that you have to buy extra goods to support your units.
(9) Philosophy Techs do also have important prestige inventions attached to them.
(10) Ideologicial Thought has a lot of very powerful plurality inventions early on and a lot of rebel influencing stuff later.
(11) Reg. Experience is the amount of experience your newly build (or reinforced) units start with. The last tech is also important because it unlocks radios.
(12) Throughput does NOT increase efficency the same way input and output do! It increases how MUCH you can produce, but the cost to do so does not change. So while input/output make factories more efficient, throughput makes the workers more efficient (with +100% throughput, each worker can produce 2 goods instead of one, but he also needs twice the rare materials).
(13) Railroads do also speed up mobilisation, which can be critical for large nations (e.g. Russia).
(14) Chemistry and Electricity does also provide significant pop growth benefits.
(15) Some inventions are mutually exclusive.
Decent video, but many mistakes / misleading comments regarding the tech groups & their effects.
You should also make another video that talks about early game research strategies, since this is a crucial part of the game that is easy to screw up if you are a new player (and might subsequently ruin your game).
Another good option would be to do a video that points out the important "key techs" of the game.
(2) Tech schools do not influence tech speed, but TECH COST (which results in faster research). So if you have a +20% modifier, you will pay 20% less RP for a tech.
(3) Dig In determines the amount of bonus during combat. It increases at a rate of 1 per 5 days up to your tech maximum and decay slowly while a unit is in combat. It is instantly reset to 0 if the defender brings reinforcements to the battle.
(4) Tech cost will slowly decrease after the starting date. So if you start researching a 1850 tech in 1900, you will get a significant RP discount (great for uncivilized nations that westernize later in the game).
(5) Army tech categories are:
Army Doctrine -> Strategic and Tactical defence (forts, dig-in, unit defence), engineer support, tanks
Light Armament -> Unit stats (except ART, AIR and ARM), new infantry unit types, combat width
Heavy Armament -> ART and ARM unit stats
Military Science -> New cavalry unit types, unit ORG, mobilization size, gas attacks, AIR stats
Army Leadership -> Unit morale, tactics, speed
(6) Naval bases also increase colonial range, which is important for some nations.
(7) Tax efficiency determines how effective your current taxation will be (100% tax @ 50% TE = 50% effective tax, 50% tax @ 100% TE = 50% effective tax).
(8) Being below 100% admin efficiency means that you have to buy extra goods to support your units.
(9) Philosophy Techs do also have important prestige inventions attached to them.
(10) Ideologicial Thought has a lot of very powerful plurality inventions early on and a lot of rebel influencing stuff later.
(11) Reg. Experience is the amount of experience your newly build (or reinforced) units start with. The last tech is also important because it unlocks radios.
(12) Throughput does NOT increase efficency the same way input and output do! It increases how MUCH you can produce, but the cost to do so does not change. So while input/output make factories more efficient, throughput makes the workers more efficient (with +100% throughput, each worker can produce 2 goods instead of one, but he also needs twice the rare materials).
(13) Railroads do also speed up mobilisation, which can be critical for large nations (e.g. Russia).
(14) Chemistry and Electricity does also provide significant pop growth benefits.
(15) Some inventions are mutually exclusive.
Decent video, but many mistakes / misleading comments regarding the tech groups & their effects.
You should also make another video that talks about early game research strategies, since this is a crucial part of the game that is easy to screw up if you are a new player (and might subsequently ruin your game).
Another good option would be to do a video that points out the important "key techs" of the game.
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