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Technology groups
From EU3 Wiki
This article is accurate for the latest versions of EU3, Napoleon's Ambition, In Nomine, Heir to the Throne, and Divine Wind v5.1.
Please help keep this article up to date with the latest patches.
Technology groups ("tech groups") are groupings of countries according to the research speed of a country. They were created in the game to loosely model historical technology levels for the time period of the game.
This grouping is also done in such a way that if one country gets far ahead of the others in the same group, the stragglers will receive compensation, known as the neighbour bonus, which adds to their tech. This makes it harder to pull much ahead tech-wise, and it makes one huge powerhouse pull the others along.
Non-western nations can pull themselves out of a lower tech group, if they make the decision to Westernize. This of high priority for all nations, in fact it is almost certainly crippling to go a long time without westernizing. This decision ranks up your tech group, lowers your stability and can be repeated until you are Western.
Contents |
Tech group characteristics
Divine Wind
Divine Wind added the Nomads tech group and rebalanced several research speeds and starting technology levels. It also added a "slow limit" mechanic for some of the non-Western tech groups. Countries receive less of a penalty when researching tech levels at or below this limit. This makes it possible, for example, for New World nations to (usually) have forts by the time Europeans arrive.
Default tech groups in Divine Wind are:
- Western: 100% research speed, start level 3.
- Eastern: 85% research speed, start level 3, slow limit 6.
- Ottoman: 80% research speed, start level 5.
- Muslim: 75% research speed, start level 5.
- Indian: 50% research speed, start level 3, slow limit 7.
- Chinese: 40% research speed, start level 3, slow limit 7.
- Sub-Saharan: 20% research speed, start level 1, slow limit 4.
- Nomads : 10% research speed, start level 3, slow limit 6.
- New World: 10% research speed, start level 0, slow limit 4.
Heir to the Throne
HTTT changed the name of the Latin group to Western, and African to Sub-Saharan. Also, the 4.1 patch introduced the Ottoman tech group.
- Western: 100% research speed, start level 3
- Eastern: 90% research speed, start level 3
- Ottoman: 85% research speed, start level 6 (patch 4.1)
- Muslim: 80% research speed, start level 6
- Indian: 50% research speed, start level 3
- Chinese: 40% research speed, start level 3
- Sub-Saharan: 20% research speed, start level 1
- New World: 10% research speed, start level 0
IN and before
In Nomine and earlier versions had the following tech groups.
- Latin: 100% research speed, start level 3
- Eastern: 90% research speed, start level 3
- Muslim: 80% research speed, start level 4
- Indian: 50% research speed, start level 3
- Chinese: 40% research speed, start level 3
- African: 20% research speed, start level 1
- New World: 10% research speed, start level 0
List of countries in each tech group
Latin/Western
Every country in or west of the HRE and Scandinavia, Every possible colonial revolter (e.g. USA, Brazil), Kurland, Livonian Order, Prussia, Teutonic Order, The Knights, Venice.
- Russia is in the Western tech group starting in 1711, to model the reforms of Peter the Great.
Eastern/Oriental
Achaea, Albania, Armenia, Athens, Bosnia, Bulgaria, Byzantine Empire, Corfu, Crimea, Croatia, Crete, Cyprus, Danzig, Epirus, Georgia, Greece, Hungary, Kingdom of Jerusalem, Krakow, Lithuania, Mazovia, Morea, Moldavia, Montenegro, Muscowy, Naxos, Nogai, Novgorod, Poland, Pskov, Qasim Khanate, Ragusa, Riga, Russia (until 1711), Ryazan, Serbia, Transylvania, Trebizond, Tver, Ukraine, Wallachia, Yaroslavl, Zaporozhie
Ottoman
- All in the Eastern group before HTTT 4.1
Ottoman Empire, Saruhan, Aydin, Candar, Dulkadir, Karaman, Mentese, Ramazan
Muslim
Aden, Ak Koyunlu, Algiers, Haasa, Astrakhan, Baluchistan, Durrani, Fez, Granada, Hedjaz, Khiva, Kokkand, Khorasan, Mameluks, Morocco, Najd, Oman, Persia, Sharja, Shaybanid, Tripoli, Tunisia
Indian
Bihar, Deccan, Ahmadnagar, Bhonsle, Bijapur, Bundelkhand, Bengal, Berar, Delhi, Gakwar, Gondwana, Colcanda, Gujarat, Hyderabad, Khandesh, Carnatic, Kashmir, Ceylon, Madurai, Maharasthra, Manipur, Maldive, Malwa, Mughal Empire*, Mysore, Deva Bengal, Oudh, Orissa, Punjab, Pajputna, Sind, Travancore, Vijayanagar
- The Mughal Empire is in the Indian tech group when selected in a historical start, but forming the Mughal Empire puts the Mughals in the Muslim tech group.
Chinese
Annam, Arakan, Assam, Atjeh, Ayutthaya, Banten, Brunei, Bhutan, Bali, Champa, Champassak, Dai Viet, Fujiwara, Japan, Khmer, Korea, Lanna, Luang Prabang, Lanxang, Manchu, Makassar, Malacca, Malaya, Minamoto, Ming, Mataram, Nepal, Pattani, Pegu, Ryukyu, Shan, Sulu, Tachibana, Taira, Taungu, Tibet, Tonkin, Vientiane
African
Adal, Ashanti, Benin, Ethiopia, Hausa, Kanem Bornu, Kongo, Loango, Mali, Funj, Oyo, Sofala, Songhai, Swahili, Mutapa
New World
Aztecs, Cherokee, Chimu, Creek, Huron, Incas, Iroquis, Maya, Shawnee, Zapotec
Nomad
Chagatai, Golden Horde, Kazakhstan, Kazan, Mongol Khanate, Qara Koynulu, Sibir, Timurids (Before Divine Wind, the Oirats and Mongols were in the Chinese tech group, Kazan and Sibir in the Eastern tech group, and all others in the Muslim tech group)
Modding technology groups
The effects as described above are contained in the technology.txt file in the common folder. What group each country belongs to at the beginning of each game is defined in the country files in the history folder.
The file include the fields of research at the bottom inside the table bracket.
A table definition looks like this:
trade_tech = "technologies/trade.txt"
This defines the trade research field, and links it to the definition found in the file listed. The path to the file is relative to the common folder. The file can have any name you want, but it is best to use the research field name to avoid confusion.
A technology group looks like this:
eastern = {
modifier = 0.85
start_level = 3
cav_to_inf_ratio = 0.6
slow_limit = 6
}
- The modifier indicate how much will cost the technological investments. Western technology groups have a modifier of 1 which mean that each point of research will cost 1 ducat while the new world technology groups who have a modifier of 0.1 will need to invest 10 ducats for each research point. Technology cost also depend of values indicated in the technology table file.
Modifiers also have two others side effects : with a modifier under 0.5 AI of countries will not try to colonize empty provinces. With a modifier under 0.2, countries will not be able to build cavalry regiment or fleets.
- At the earliest game start defined in the defines.txt, all countries will start at the start_level value in all fields of research. At later date the game will calculate the start level according to it and to techs modifier.
- cav_to_inf_ratio indicate the maximum percentage of cavalry (in men, not in regiments) you can have in an army, without counting artillery units, before having the cavalry penalty. Eastern countries can have 60% of cavalry, which mean 40% of infantry is needed to escape the penalty.
- slow_limit. until the tech level indicated, countries of this technology groups will have some reduced costs in their research.
If you create a new technology groups, you'll have to create military units dedicated to this groups. They are all defined in the common\unit folder.
Tech group of a country can be changed via events. Use the "technology_group" command to change a country's tech group:
technology_group = western
This example command changes the country's tech group to western.
See also
Research:
Research (Advanced) • Research Math Proofs • Research strategy • Research Cost - Supporting Data (
and
)
Technology:
Tech tree • Technology groups • Westernisation • Country size modifiers