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Game Systems/Nation

Research

Last updated 2026-08-28

Technology accumulates monthly. Research points are generated, banked, and spent on a target technology; when the bank covers the cost, the technology completes and its modifiers apply.

Where research points come from#

The primary driver is literacy. An illiterate nation researches slowly no matter how rich it is, which makes education policy the foundation of a technical lead. Culture and commerce technologies then boost the research rate further, so early investment compounds.

Points are capped at 10,000 banked. You cannot hoard indefinitely.

Availability#

A technology becomes available based on your existing technologies and the current year. The century gates itself: you cannot rush a late-century technology in 1835 regardless of how many points you have banked.

Picking a target#

Any nation without a target — including yours — automatically picks the cheapest available technology once it has banked enough points. You will always be researching something.

AI nations choose more deliberately, weighting by war posture and the ruling party's ideological bias. Those biases are explicit:

Ideology Favours Neglects
Reactionary / Fascist Army, Navy (+1.1) Culture (+0.3)
Liberal Commerce, Industry (+0.9)
Socialist / Communist Industry (+0.9) Army (+0.4)
Conservative Commerce, Culture (+0.45)

This is why AI nations develop characteristically. A reactionary power builds armies and neglects its schools; a liberal one builds trade and industry. Their technology profile tells you what has been governing them.

What technology does#

Technologies apply modifiers across the game. Notable ones include:

What this means in play#

See also#

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