Empire Tech Levels: The Dirt Farmer's Plight
Posted: Sun Jul 05, 2009 4:37 pm
In addition to rating an empire's advancement in each individual tech levels, empires in 2E will also be rated as to their Empire Tech Level. There are five distinct Empire Tech Levels: Pre-Industrial, Industrial, Interplanetary, Interstellar, and Ancient. Progression from one Empire Tech Level (ETL) to the next is determined by the amount of technological research that an empire has performed, so players do not need to commit Tech Points separately to increase its ETL but rather must research the required technologies that will allow advancement to the next available ETL.
I need to revisit my notes to give a full overview of what each of these ETLs provide, but here is an overview:
Pre-Industrial
* No Population Growth
* Cannot purchase or liquidate infrastructure; receives enough Agriculture infrastructure to survive
* No Economic Output; relies on Militia units for defense if invaded
* Receives X Tech Points per campaign year, where X is the empire's current Census
Industrial
* Population Growth, but accrues Population Points at half the normal rate (round down)
* Empire receives first Productivity upon reaching Industrial ETL
* Economic Output 1/4 of normal
* Receives X Tech Points per campaign year, where X is the empire's current Census, until the empire builds its first point of Tech infrastructure
Interplanetary
* Normal Population Growth
* Economic Output 1/2 of normal
Interstellar
* No Special Rules
Ancient
* Bonuses and penalties not yet defined, but likely a +50% economic output bonus; possible penalties to population growth (to represent a dying power).
Essentially, a Pre-Industrial power is going to have minimal effect on a game unless they are already very close to becoming an Industrial power. The requirements for transitioning from Pre-Industrial to Industrial is to unlock the basic ground combat technologies (working from memory): Attrition, Mobility, Anti-Ground, and Command. This will allow the empire to begin producing actual ground combat units, which marks the beginning of the empire's industrial age. The minimum cost to unlock these technologies is 100 Tech Points each, for a total requirement of 400 TP. Thus, it would take a 3 Census Pre-Industrial empire 134 YEARS to develop these technologies if starting the game with no previously-completed research.
Industrial powers have a bit more versatility, and can always produce basic ground combat units. They will generally spend their time developing the basic technologies required to move into space, including Defense, Anti-Ship, Anti-Fighter, Sensors, Engines, Shipyard, etc. There are also additional ground technologies, such as Anti-Air (which unlocks Aircraft, the ground-based equivalent of Flights), that need to be researched. Once these technologies are unlocked, the Industrial power is capable of building Starships and becomes an Interplanetary power.
Progression from Interplanetary to Interstellar has a few requirements. The most obvious one is the development of FTL dive technology that allows it to build vessels capable of interstellar travel. However, the power much also increase a set number of existing technologies to TL 1-2 before they can achieve Interstellar ETL.
The majority of an empire's game time will be spent as an Interstellar power. These empires suffer no penalties to game play, nor do they receive any bonuses, either. Advancement to the next ETL, Ancient, will only occur once the power has increased a set number of technologies to the TL 8-10 range (still has to be defined).
The intent of Empire Tech Levels is to provide a way to handle each level of technological sophistication within the scope of the normal tech advancement rules. Before, in the 1E Companion, each of these development states were handled using their own set of rules that had no relation to the normal tech rules. We are hoping to correct that with 2E, and make it easier to handle these types of empires.
The various penalties and limitations applied to the lower ETL powers is meant to limit their inherent capabilities while also making advancing to higher ETL's an attractive option. In previous games, Interplanetary powers in particular had little natural impetus to develop FTL and expand into the galaxy, because they could sit at home and build massive defense fleets that could outclass their neighbors. While the same scenario can play out in 2E, it is in the Interplanetary power's best interests to advance to Interstellar in order to remove its economic penalty that halves its economic output.
Another interesting element related to this change is that it allows Industrial powers to be a bit more interesting to interact with. They can design and build basic ground units and, after some research, even some primitive Starbases or Satellites. Sure, a single high-tech Heavy Cruiser could probably roll in and eliminate the orbital defenses, but the Industrial power still at least has the possibility of defending itself from outside attack.
I would welcome any feedback from players as to elements of this system they like or dislike, so that we can address the concerns before the dirt farmers of Trata Kam are forced to pull themselves up by their bootstraps. After all, it is hard advancing from a subsistence agrarian culture to become masters of a vast interstellar empire!
-Tyrel
I need to revisit my notes to give a full overview of what each of these ETLs provide, but here is an overview:
Pre-Industrial
* No Population Growth
* Cannot purchase or liquidate infrastructure; receives enough Agriculture infrastructure to survive
* No Economic Output; relies on Militia units for defense if invaded
* Receives X Tech Points per campaign year, where X is the empire's current Census
Industrial
* Population Growth, but accrues Population Points at half the normal rate (round down)
* Empire receives first Productivity upon reaching Industrial ETL
* Economic Output 1/4 of normal
* Receives X Tech Points per campaign year, where X is the empire's current Census, until the empire builds its first point of Tech infrastructure
Interplanetary
* Normal Population Growth
* Economic Output 1/2 of normal
Interstellar
* No Special Rules
Ancient
* Bonuses and penalties not yet defined, but likely a +50% economic output bonus; possible penalties to population growth (to represent a dying power).
Essentially, a Pre-Industrial power is going to have minimal effect on a game unless they are already very close to becoming an Industrial power. The requirements for transitioning from Pre-Industrial to Industrial is to unlock the basic ground combat technologies (working from memory): Attrition, Mobility, Anti-Ground, and Command. This will allow the empire to begin producing actual ground combat units, which marks the beginning of the empire's industrial age. The minimum cost to unlock these technologies is 100 Tech Points each, for a total requirement of 400 TP. Thus, it would take a 3 Census Pre-Industrial empire 134 YEARS to develop these technologies if starting the game with no previously-completed research.
Industrial powers have a bit more versatility, and can always produce basic ground combat units. They will generally spend their time developing the basic technologies required to move into space, including Defense, Anti-Ship, Anti-Fighter, Sensors, Engines, Shipyard, etc. There are also additional ground technologies, such as Anti-Air (which unlocks Aircraft, the ground-based equivalent of Flights), that need to be researched. Once these technologies are unlocked, the Industrial power is capable of building Starships and becomes an Interplanetary power.
Progression from Interplanetary to Interstellar has a few requirements. The most obvious one is the development of FTL dive technology that allows it to build vessels capable of interstellar travel. However, the power much also increase a set number of existing technologies to TL 1-2 before they can achieve Interstellar ETL.
The majority of an empire's game time will be spent as an Interstellar power. These empires suffer no penalties to game play, nor do they receive any bonuses, either. Advancement to the next ETL, Ancient, will only occur once the power has increased a set number of technologies to the TL 8-10 range (still has to be defined).
The intent of Empire Tech Levels is to provide a way to handle each level of technological sophistication within the scope of the normal tech advancement rules. Before, in the 1E Companion, each of these development states were handled using their own set of rules that had no relation to the normal tech rules. We are hoping to correct that with 2E, and make it easier to handle these types of empires.
The various penalties and limitations applied to the lower ETL powers is meant to limit their inherent capabilities while also making advancing to higher ETL's an attractive option. In previous games, Interplanetary powers in particular had little natural impetus to develop FTL and expand into the galaxy, because they could sit at home and build massive defense fleets that could outclass their neighbors. While the same scenario can play out in 2E, it is in the Interplanetary power's best interests to advance to Interstellar in order to remove its economic penalty that halves its economic output.
Another interesting element related to this change is that it allows Industrial powers to be a bit more interesting to interact with. They can design and build basic ground units and, after some research, even some primitive Starbases or Satellites. Sure, a single high-tech Heavy Cruiser could probably roll in and eliminate the orbital defenses, but the Industrial power still at least has the possibility of defending itself from outside attack.
I would welcome any feedback from players as to elements of this system they like or dislike, so that we can address the concerns before the dirt farmers of Trata Kam are forced to pull themselves up by their bootstraps. After all, it is hard advancing from a subsistence agrarian culture to become masters of a vast interstellar empire!

-Tyrel