Tech tree?
:Level 1
Logistical Planning
Providing armies with food is a crucial part of any campaign. Studying for this tech will mean working out where food can be left, and how much a soldier can carry.
Effects: Armies will carry one extra turn of supplies with them (so they can go 3 turns without a supply depot), however, you must pay 20 gold for each enemy province with your soldiers in.
Cavalry Training
Training our cavalrymen is a priority, to help us tackle enemy cavalry, enemy light infantry and to capture their guns.
Effects: Allows the recruiting of dragoons and curraisers
Repeater Rifles
Ensuring our men have better guns than the enemy will help us turn the tide of battle.
Effects: Allows you to equip your troops with repeater rifles. These troops will fight better, but you must make a one off payment of 1 metal per unit to give the men these guns, and the men must be in friendly territory.
Infantry Doctrines
Making our troops specialise will increase versatility, and options on the battlefield.
Effects: Allows the recruitment of light infantry and engineers.
Railroad
Puff-puff! Wheee!
Effects: Allows the construction of railroads.
Universal Education
Educating the masses will be expensive, but help in the long run.
Cost upon commencement of research and forever, benefit only after research complete. The cost is 10 gold per city.
Effect: Research rate increased by 33%
Level 2
Armoured training
Advances in armour makes troops less likely to die in battle,
Effects: Unit defence increased, grenadiers unlocked.
Heavy Artillery
Focusing on the composition of gunpowder and better smelting techniques allows us to build bigger, better cannons.
Effects: Unlocks the recruitment of large guns.
Sapper Training
Training men in the destruction of forts and extra defensive techniques could help us drastically.
Effects: Can now recruit sappers.
Steel Engines
Development in engine power will let us move faster along the railway lines.
Cost: Construction and upkeep of railroads increased by 1 metal, cost 1 metal to upgrade from normal railroad to steel railroad.
Effect: Can travel 3 provinces along railway lines.
Colonial Expansion
Our Empire shall stretch over, past the setting sun.
Effect: The cost of starting a colony is reduced to 15 gold for the first 3 months per resource.
Level 3
Industrial Explosives
Trying to work out the best way to power factories resulted in better and more resource producing factories.
Effect: Income from industry increased by 10 gold for level 1, 20 for level 2, 30 for level 3 etc
Destroyers
Should say cruisers because:
Effect: Allows you to build cruisers
Ceremonial Accoutrements
Dressing our troops up is good for morale
Effect: Unit morale increased substantially
Public Propaganda
"Our King is awesome, Our King is awesome"
Repeat it enough times, and people might believe it
Effect: Lower class happiness increased by 15%
Further Education
Investing in our universities will help our nation greatly
Effect: Universities speed research by 50% instead of 33%
Level 4
Trained NCOs
The NCO is a crucial bridge between the soldier and his commanding officer, an officer who may not even be close to the action. By training the NCOs, cohesion is increased, as is battle ability.
Effect: Troops become better at following orders, maintaining morale, and performing complex manoeuvres. Their ability to fight increases slightly too.
Maxim Guns
These guns will change the face of warfare.
Effect: Allows the recruitment of Maxim Guns.
Commercial Railway lines
These new lines allow passenger travel, and better networks will help our troops.
Effect: Troops can now move 4 provinces along rail lines. Income per railroad increases by 20 gold per turn, but upkeep and building cost increases by 1 metal and 1 lumber.
Colonial Rights
This is a critical step to properly allowing our colonists a place in government, and to be an active part of their nation.
Effect: Unknown