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Lords of the Earth
Campaign Twenty-Eight

Research and Development Rules

The acquisition of a variety of technologies and unit types is controlled by Research and Development (R&D) projects. These are like National Projects, save their completion is not just a matter of men, gold and time. Each R&D project is assigned a certain number of Advances which must be attained before the project is complete. Like increasing an AQR; gold, money and time are invested and each turn a die roll is made by the GM to assess progress. Depending on the amounts invested, the difficulty of the project, the die roll and a host of modifying factors (your Nations  government type, economy, religious strength, imperial size and university level) you may gain one or two advances, make no progress, or even back up a step as the project encounters some dead-end or obstacle. When a project is complete, you gain the ability to use the devised technology or unit type. When starting an R&D Project you must also provide a project location (either a region or city under your control within the HBZ of your nation).

Pre-requisites

Note that some R&D Projects have pre-requisites which include not only a previously completed R&D project, minimum Tech Level but also a certain number of completed Air/Ship/Submarine Yards or Factories. As Projects are started at the beginning of the turn, during Builds, all of the pre-reqs must have been completed the previous turn (or earlier).

R&D PROJECT COST and EXECUTION

When starting an R&D project, you must invest at least 1 GP and 1 NFP. Thereafter, as each project gains an Advance, your GP investment is zeroed (as for a QR), but your NFP and Time investment remain. On a rough basis, your chances of gaining an Advance on a given turn are equal to:

% = (GP + (NFP × 5)) + (Number of Years Invested × 5) / (Total Advances + 1)

Over the entire life of the project, you must invest at least as many NFP as the number of Advances required by the project. If your NFP investment is not sufficient to match the next Advance level, then you will not progress until you have provided sufficient manpower. When a project is completed, all invested NFP are zeroed. Once invested in a project, invested GP and NFP may not be withdrawn.

Example: The Pacific Mercenary and Trust Company is attempting to develop an improved Ithaqua-Sanrio kerosene engine (via the Internal Combustion Engine project). This project is a level 6 project. PM&T invests 300gp and 4 NFP into the project. The current turn length is 2 years per turn. The first turn (assuming all supplementary modifiers cancel out), their chances of gaining an advance are (300 + (4 × 5) + (2 × 5)= 320 / 7 = 45%. If they are successful in gaining an Advance, the next turn they will start with 0 GP, 4 NFP and 2 years invested. While only 4 NFP remain invested in the project, they cannot gain more than 4 Advances, so at some point they will have to commit another 2 NFP to the endeavor. Note the project, with an Advance requirement of 6 will take (at optimum speed) at least three 2-year turns to complete and more likely six 2-year turns (or more, if the team runs into some obstacle delaying their progress.)

 

INDUSTRIAL RESEARCH PROJECTS

The following list of research projects is not inclusive. Other projects may be proposed by the players and accepted by the GM (as the GM sees fit).

Agricultural Technology:

Name:
Agro Level 1: Basic Crop Improvement
Tech Level Requirement:
Ten
R&D Requirement:
None
Factory Requirement:
None
Advances:
One
Effects:
The nation has begun the process of improving the national agricultural output. Better irrigation methods, consolidation of land and equipment, and the refined process of crop rotation begin making their way into general use. Each Agricultural R&D project grants a cumulative 2% increase to the nation's agro productions in addition to any other bonuses indicated by the improvement.

Name:
Agro Level 2: Topsoil Conditioning
Tech Level Requirement:
Ten
R&D Requirement:
Agro Level 1: Basic Crop Improvement
Factory Requirement:
None
Advances:
One
Effects:
The refinement of plough tools and other fieldwork machines allow the nation to break through the rough topsoil of the new world, reaching the extremely fertile soil underneath. grants the ability to Intensely Cultivate New World regions as a Level 2.0 National Project.

Name:
Agro Level 3: Improved Cultivation Techniques
Tech Level Requirement:
Ten
R&D Requirement:
Agro Level 2: Topsoil Conditioning
Factory Requirement:
None
Advances:
Two
Effects:
The nation no longer suffers a terrain modifier for Regional Cultivation national projects.

Name:
Agro Level 4: Maximized Irrigation Systems
Tech Level Requirement:
Ten
R&D Requirement:
Agro Level 3: Improved Cultivation Techniques
Factory Requirement:
None
Advances:
Three
Effects:
The maximum amount of public works in Cultivated and Intensely cultivated regions increases to 20 and 30 per GPV respectively for the nation.

Name:
Agro Level 5: Intermediate Crop Improvement
Tech Level Requirement:
Ten
R&D Requirement:
Agro Level 4: Maximized Irrigation Systems
Factory Requirement:
None
Advances:
Four
Effects:
Completion of this project allows any 1 GPV cultivated regions which have reached their maximum GPV to be colonized to 2 GPV at the cost of 20 GP and 20 NFP.

Name:
Agro Level 6: Advanced Crop Improvement
Tech Level Requirement:
Ten
R&D Requirement:
Agro Level 5: Intermediate Crop Improvement
Factory Requirement:
None
Advances:
Five
Effects:
Completion of this project allows any 2 GPV cultivated regions which have reached their maximum GPV to be colonized to 3 GPV at the cost of 30 GP and 30 NFP.

Urban Technology:

Name:
Urban Level 1: City Planning
Tech Level Requirement:
Ten
R&D Requirement:
None
Factory Requirement:
None
Advances:
Two
Effects:
Completion of this project allows the cities of the nation to exceed the normal level limitation of Renaissance and Medieval nations. See table 3-3 in the Modern Rules supplement for the new maximums.

Name:
Urban Level 2: Structured Sewage System
Tech Level Requirement:
Ten
R&D Requirement:
Urban Level 1: City Planning
Factory Requirement:
None
Advances:
Three
Effects:
Completion of this project allows the nation to exceed the normal limitations of PWB in cities. GPV x 15 is the new maximum.

Name:
Urban Level 3: Organized Fire Brigades
Tech Level Requirement:
Ten
R&D Requirement:
Urban Level 2: Structured Sewage System
Factory Requirement:
None
Advances:
Three
Effects:
Completion of this project halves the destructive results of 'City Fire' random events (rounding down) - decreasing the number of GPV and PWB lost to such events. Terrorist actions targeting the nation's cities suffer a -1 penalty.

Name:
Urban Level 4: Bring out your Dead
Tech Level Requirement:
Ten
R&D Requirement:
Urban Level 2: Structured Sewage System
Factory Requirement:
None
Advances:
Three
Effects:
Completion of this project halves the destructive results of 'Plague' random events (rounding down) - decreasing the number of GPV and PWB lost to such events as well as lessening the percent chance of plague spread.

Name:
Urban Level 5: Ghetto Management
Tech Level Requirement:
Ten
R&D Requirement:
Urban Level 2: Structured Sewage System
Factory Requirement:
None
Advances:
Three
Effects:
Completion of this project allows the nation to coordinate new sections of controlled cities based upon religious background. Expanding controlled cities containing a differing religion than the state will generate a percentage of the State Religion in proportion to the size of the increase. (Ex: A 100 percent Protestant Level 1 city is expanded by a Roman Catholic Nation. The city is now 50% CRC and 50% CPR. If expanded again the following turn, the city would be 66% CRC and 33% CPR.)

Name:
Urban Level 6: Basic City Militia
Tech Level Requirement:
Ten
R&D Requirement:
Urban Level 2: Structured Sewage System
Factory Requirement:
None
Advances:
Three
Effects:
Completion of this project allows friendly cities of the nation to generate a minimal garrison and militia commander when attacked if no nation leaders are present. A number of Light Infantry are generated equal to the city's resistance value. The militia commander will have a Combat rating between 1 and 4.

Name:
Urban Level 7: Intermediate City Militia
Tech Level Requirement:
Ten
R&D Requirement:
Urban Level 6: Basic City Militia
Factory Requirement:
None
Advances:
Four
Effects:
Half the militia created are now regular infantry. The militia commander will have a combat rating between 1 and 6.

Name:
Urban Level 8: Advanced City Militia
Tech Level Requirement:
Ten
R&D Requirement:
Urban Level 7: Intermediate City Militia
Factory Requirement:
None
Advances:
Five
Effects:
All militia created are now regular infantry. The militia commander will have a combat rating between 1 and 8.

Name:
Urban Level 9: Basic Imperial Size Control -NEW-
Tech Level Requirement:
Ten
R&D Requirement:
Urban Level 1: City Planning
Factory Requirement:
None
Advances:
Three
Effects:
Completion of this project qualifies the nation for the Imperial Size Divisor increase, even if the nation does not meet the specifid requirements of such.

Name:
Urban Level 10: Aerial Trade Routes
Tech Level Requirement:
Eleven
R&D Requirement:
Urban Level 1: City Planning
Air Level 4: Transport Airships or Air Level 5: Biplane Cargo Transport
Factory Requirement:
None
Advances:
Three
Effects:
Completion of this project grants the nation the ability to start and supply MSP to Aerial Trade Routes.

Name:
Urban Level 11: Intermediate Imperial Size Control -NEW-
Tech Level Requirement:
Eleven
R&D Requirement:
Urban Level 9: Basic Imperial Size Control
Factory Requirement:
None
Advances:
Five
Effects:
Completion of this project adds one to the Imperial Size Divisor of the nation.

Scientific Technology:

Name:
Science Level 1: Basic Scientific Organization -REVISED-
Tech Level Requirement:
Ten
R&D Requirement:
None
Factory Requirement:
None
Advances:
Two
Effects:
The nation has undertaken the basic efforts to standardize and codify scientific advances from within. The nation now has an organized system of sharing its advances with other Great Powers through the creation of the science unit (sc) at a cost of 10 GP and 2 NFP. These units may be disbanded to grant another nation Technical Assistance or allow the target to Overreach on one R&D project the nation has already completed or act as a Tech Trade to the target Nation. The unit must be moved to the nation's capital to be disbanded.

Name:
Science Level 2: Containment Seals
Tech Level Requirement:
Ten
R&D Requirement:
Science Level 1: Basic Scientific Organization
Factory Requirement:
None
Advances:
Three
Effects:
Completion of this project grants the nation understanding of both early air and watertight sealing methods. This is a prerequisite to balloon and submersible technology.

Name:
Science Level 3: Steam Engine
Tech Level Requirement:
Ten
R&D Requirement:
Science Level 1: Basic Scientific Organization
Factory Requirement:
None
Advances:
Three
Effects:
Completion of this project grants the nation understanding of early steam engine construction. This is a prerequisite to both steamship and railroad technology.

Name:
Science Level 4: Structured Factories
Tech Level Requirement:
Ten
R&D Requirement:
Science Level 1: Basic Scientific Organization
Factory Requirement:
None
Advances:
Two
Effects:
Completion of this project allows the nation to construct additional Generic Factory points in controlled cities at a cost of 5 GP and 1 NFP per Generic Yard Capacity Point.

Name:
Science Level 5: Engineering Corps
Tech Level Requirement:
Eleven
R&D Requirement:
Science Level 1: Basic Scientific Organization
Factory Requirement:
None
Advances:
Four
Effects:
Completion of this project allows the nation to use Siege Engineer Units [S] in the construction of non-military National Projects. Such units when assigned to a specific project for an entire turn generate a number of Specialized NFP on that project.

Name:
Science Level 6: Project Recruitment
Tech Level Requirement:
Eleven
R&D Requirement:
Science Level 1: Basic Scientific Organization
Factory Requirement:
None
Advances:
Four
Effects:
Completion of this project allows the nation to use the Project Recruitment rules.

Name:
Science Level 7: The Analytical Engine
Tech Level Requirement:
Twelve
R&D Requirement:
Science Level 1: Basic Scientific Organization
Factory Requirement:
None
Advances:
Four
Effects:
Completion of the Analytical Engine project grants the Nation a bonus on other, subsequent R&D projects, as well as engendering an entire priesthood of pasty-faced wonks devoted to the care, feeding and maintenance of the damnable things.

Name:
Science Level 8: Internal Combustion Engine
Tech Level Requirement:
Thirteen
R&D Requirement:
Science Level 3: Steam Engine
Factory Requirement:
None
Advances:
Six
Effects:
Developing an economically feasible Internal Combustion Engine does not allow the Nation to immediately build any specific unit types, but it is the prerequisite for a whole series of new Projects, as detailed below:

Name:
Science Level 9: Diesel Ship Engines
Tech Level Requirement:
Fourteen
R&D Requirement:
Science Level 8: Internal Combustion Engine
Ship Level 1: Steam Transports
Factory Requirement:
Five Steamship Yards
Advances:
Six
Effects:
Developing an economically feasible Internal Combustion Engine does not allow the Nation to immediately build any specific unit types, but it is the prerequisite for a whole series of new Projects, as detailed below:

Name:
Science Level 10: Radio
Tech Level Requirement:
Fifteen
R&D Requirement:
Science Level 8: Internal Combustion Engine
Factory Requirement:
None
Advances:
Three
Effects:
Completing the Radio project gives your aircraft, ground troops and warships a combat and scouting bonus. It also leads, inevitably, to Elvis and the corruption of the youth of your nation.

Name:
Science Level 11: Radar
Tech Level Requirement:
Fifteen
R&D Requirement:
Science Level 10: Radio
Factory Requirement:
None
Advances:
Five
Effects:
Completing the Radar project gives your aircraft and warships a combat and scouting bonus.

Name:
Science Level 12: Jet Engine
Tech Level Requirement:
Sixteen
R&D Requirement:
Science Level 8: Internal Combustion Engine
Factory Requirement:
None
Advances:
Three
Effects:
Following the development of Monowing (prop) Aircraft, the inevitable next step in airplane design are jet turbine-based designs.

Railroad Technology:

Name:
Railroad Level 1: Basic Rail Technology
Tech Level Requirement:
Twelve
R&D Requirement:
Science Level 3: Steam Engine
Factory Requirement:
None
Advances:
Three
Effects:
Completion of this project allows the nation to construct Railroads over existing Royal Roads at the project cost of 1/2 level (ignoring Regional Terrain). Each level of Railroad can carry 10 cargo points of units per turn in a single direction. This is the Rail Capacity of a rail line. Multiple levels of rail between provinces either allow more Cargo moved in one direction, or half as much in each direction.

Balloon Technology:

Name:
Balloon Level 1: Scout Balloons
Tech Level Requirement:
Ten
R&D Requirement:
Science Level 2: Containment Seals
Factory Requirement:
None.
Advances:
Three
Effects:
Completion of this project allows he nation to construct Scout Balloon (bs) units. Armies containing a BS unit receive a bonus to their Scout modifier during combat.

Name:
Balloon Level 2: Artillery Balloons
Tech Level Requirement:
Ten
R&D Requirement:
Balloon Level 1: Scout Balloons
Factory Requirement:
None.
Advances:
Two
Effects:
Completion of this project allows he nation to construct Artillery Balloon (ba) units. Armies containing a BA unit increase the effectiveness of their Artillery modifier during combat.

Submersible Technology:

Name:
Sub Level 1: Basic Submersibles
Tech Level Requirement:
Eleven
R&D Requirement:
Science Level 2: Containment Seals
Science Level 4: Structured Factories
Factory Requirement:
None
Advances:
Two
Effects:
Completion of this project provides the Nation with the ability to construct Submarine Yards, which may then be used to build Submersible (sub) units.

Name:
Sub Level 2: Submarines
Tech Level Requirement:
Thirteen
R&D Requirement:
Science Level 8: Internal Combustion Engine
Sub Level 1: Basic Submersibles
Factory Requirement:
Four Submarine Yards
Advances:
Two
Effects:
Completion of this project provides the Nation with the ability to build Submarine (ss) units. Once this project is complete, work may begin the following turn on any project with Submarines as a pre-requisite.

Shipyard Technology:

Name:
Ship Level 1: Steam Transports
Tech Level Requirement:
Eleven
R&D Requirement:
Science Level 3: Steam Engine
Science Level 4: Structured Factories
Factory Requirement:
None
Advances:
Five
Effects:
Completion of this project provides the Nation with the ability to build Steamship Yards, which then allow the construction of Steam Transport (st) units

Name:
Ship Level 2: Steam Cruiser
Tech Level Requirement:
Eleven
R&D Requirement:
Ship Level 1: Steam Transports
Factory Requirement:
One Shipyard
Advances:
Two
Effects:
Completion of the Steam Cruiser project provides the Nation with the ability to build Steam Cruiser (sca) units. A Steam Cruiser unit represents one steam-powered warship.

Name:
Ship Level 3: Steam Battleship
Tech Level Requirement:
Twelve
R&D Requirement:
Ship Level 2: Steam Cruiser
Factory Requirement:
Three Shipyards
Advances:
Three
Effects:
Completion of the Steam Battleship project provides the Nation with the ability to build Steam Battleship (sbb) units. A Steam Battleship unit represents one steam-powered warship.

Name:
Ship Level 4: Steam Dreadnought
Tech Level Requirement:
Twelve
R&D Requirement:
Ship Level 3: Steam Battleship
Artillery Level 2: Super Heavy Artillery
Factory Requirement:
Six Shipyards
Advances:
Four
Effects:
Completion of the Steam Dreadnought project provides the Nation with the ability to build Steam Dreadnought (sdn) units. A Steam Dreadnought represents one giant steam-powered warship.

Name:
Ship Level 5: Steam Airship Carrier
Tech Level Requirement:
Thirteen
R&D Requirement:
Ship Level 3: Steam Battleship
Airship Level 1: Scout Airships
Factory Requirement:
Six Shipyards
Advances:
Three
Effects:
Completion of the Steam Airship Carrier project provides the Nation with the ability to build Steam Airship Carriers (scv) units. A Steam Airship Carrier represents one steam-powered warship. A Steam Airship Carrier can carry and launch either two Scout Airships or one Standard Airship.

Aircraft Technology:

Name:
Air Level 1: Scout Airships
Tech Level Requirement:
Eleven
R&D Requirement:
Science Level 2: Containment Seals
Science Level 3: Steam Engine
Factory Requirement:
None
Advances:
Two
Effects:
Completion of this project provides the Nation with the ability to build Airship Factory points and, once at least one Airship Factory is complete, Scout Airship (zs) units.

Name:
Air Level 2: Standard Airships
Tech Level Requirement:
Eleven
R&D Requirement:
Air Level 1: Scout Airships
Factory Requirement:
Two Airship Yards
Advances:
Two
Effects:
Completion of this project provides the Nation with the ability to build Standard Airship (z) units.

Name:
Air Level 3: Heavy Airships
Tech Level Requirement:
Eleven
R&D Requirement:
Air Level 2: Standard Airships
Factory Requirement:
Four Airship Yards
Advances:
Three
Effects:
Completion of this project provides the Nation with the ability to build Heavy Airship (zh) units. A Heavy Airship unit represents one big-ass zeppelin.

Name:
Air Level 4: Transport Airships
Tech Level Requirement:
Eleven
R&D Requirement:
Air Level 2: Standard Airships
Factory Requirement:
Two Airship Yards
Advances:
One
Effects:
Completion of this project provides the Nation with the ability to build Transport Airship (zt) units. A Transport Airship unit represents one zeppelin.

Name:
Air Level 5: Biplane Cargo Transport
Tech Level Requirement:
Thirteen
R&D Requirement:
Science Level 4: Structured Factories
Science Level 8: Internal Combustion Engine
Factory Requirement:
None
Advances:
Five
Effects:
Completing the Flying Machines: Biplane Cargo Plane project allows the Nation to begin building Aircraft Factories, which in turn will allow them to build Cargo Plane units. A Cargo Plane unit represents ten aircraft, pilots and ground-crews.

Name:
Air Level 6: Biplane Fighter
Tech Level Requirement:
Fourteen
R&D Requirement:
Air Level 5: Biplane Cargo Transport
Factory Requirement:
Two Aircraft Factories
Advances:
Five
Effects:
Completion of this project provides the Nation with the ability to build heavier-than-air Fighter Aircraft (bif) units (i.e. biplanes). These nations also gain an Aircraft Quality Rating which starts at one (1). All units derived from the Biplane projects and its descendants fight with the Aircraft QR. A Biplane Fighter unit represents ten aircraft, pilots and ground-crews.

Name:
Air Level 7: Biplane Bomber
Tech Level Requirement:
Fourteen
R&D Requirement:
Air Level 6: Biplane Fighter
Factory Requirement:
Five Aircraft Factories
Advances:
Four
Effects:
Completing the Flying Machines: Biplane Bomber project allows the Nation to begin using their Aircraft Factories to build Biplane Bomber (bib) type aircraft units the following turn. A Bomber unit represents five aircraft, pilots, and ground-crews.

Name:
Air Level 8: Monowing Fighter
Tech Level Requirement:
Fifteen
R&D Requirement:
Air Level 6: Biplane Fighter
Factory Requirement:
Four Aircraft Factories
Advances:
Three
Effects:
Completion of this project allows the nation to construct monowing fighters (af). A Monowing Fighter unit represents ten aircraft, pilots and ground-crews.

Name:
Air Level 9: Monowing Bomber
Tech Level Requirement:
Fifteen
R&D Requirement:
Air Level 8: Monowing Fighter
Factory Requirement:
Ten Aircraft Factories
Advances:
Four
Effects:
Completion of this project allows the nation to construct monowing bombers (ab). A Bomber unit represents five aircraft, pilots, and ground-crews.

Name:
Air Level 10: Monowing Heavy Bomber
Tech Level Requirement:
Fifteen
R&D Requirement:
Air Level 9: Monowing Bomber
Factory Requirement:
Ten Aircraft Factories
Advances:
Six
Effects:
Completing the Flying Machines: Monowing Heavy Bomber project allows the Nation to begin using their Aircraft factories to build Heavy Bomber (ahb) units the following turn. A Heavy Bomber unit represents two aircraft, crews and ground-support personnel.

Name:
Air Level 11: Monowing Cargo Transport
Tech Level Requirement:
Fifteen
R&D Requirement:
Air Level 9: Monowing Bomber
Factory Requirement:
Ten Aircraft Factories
Advances:
One
Effects:
Completion of this project allows the nation to construct monowing transports (at). A Cargo Plane unit represents ten aircraft, pilots and ground-crews.

Name:
Air Level 12: Carrier Fighter
Tech Level Requirement:
Fifteen
R&D Requirement:
Ship Level 5: Steam Airship Carrier*
Air Level 8: Monowing Fighter
Science Level 9: Diesel Ship Engines
Factory Requirement:
Ten Aircraft Factories
Advances:
Four
Effects:
The Carrier Fighter project can be attempted concurrently with the development of Aircraft Carriers. Completing the Carrier Fighter project allows the Nation to begin building Carrier Fighter (cvf) units the following turn.

Name:
Air Level 13: Carrier Bomber
Tech Level Requirement:
Fifteen
R&D Requirement:
Ship Level 5: Steam Airship Carrier
Science Level 9: Diesel Ship Engines
Air Level 12: Carrier Fighter
Factory Requirement:
Ten Aircraft Factories
Advances:
Four
Effects:
Completing the Carrier Bomber project allows the Nation to begin building Carrier Bomber (cvb) units the following turn. Note that Aircraft Carriers and Carrier Fighters must already be completed before this project can begin.

Name:
Air Level 14: Jet Fighter
Tech Level Requirement:
Sixteen
R&D Requirement:
Air Level 8: Monowing Fighter
Factory Requirement:
Twenty Aircraft Factories
Advances:
Five
Effects:
Completion of this project allows the nation to construct jet fighters (jf). A Fighter unit represents ten aircraft, pilots and ground-crews.

Name:
Air Level 15: Jet Bomber
Tech Level Requirement:
Sixteen
R&D Requirement:
Air Level 14: Jet Fighter
Factory Requirement:
Thirty Aircraft Factories
Advances:
Four
Effects:
Completion of this project allows the nation to construct jet bombers (jb). A Bomber unit represents five aircraft, pilots, and ground-crews.

Name:
Air Level 16: Jet Heavy Bomber
Tech Level Requirement:
Sixteen
R&D Requirement:
Air Level 15: Jet Bomber
Factory Requirement:
Thirty Aircraft Factories
Advances:
Four
Effects:
Completing Jet Heavy Bomber project allows the Nation to begin using their Aircraft factories to build Heavy Bomber (jhb) units the following turn. A Heavy Bomber unit represents two aircraft, crews and ground-support personnel.

Name:
Air Level 17: Jet Cargo Transport
Tech Level Requirement:
Sixteen
R&D Requirement:
Air Level 15: Jet Bomber
Factory Requirement:
Ten Aircraft Factories
Advances:
One
Effects:
Completion of this project allows the nation to construct monowing transports (at). A Cargo Plane unit represents ten aircraft, pilots and ground-crews.

Name:
Air Level 18: Helicopters
Tech Level Requirement:
Sixteen
R&D Requirement:
Air Level 8: Monowing Fighter
Factory Requirement:
Ten Aircraft Factories
Advances:
Five
Effects:
Completing the Helicopters project allows the nation to begin building Airmobile Infantry units (ami). Note that Airmobile Infantry require both generic Industry and Aircraft Factory capacity points to build. This project subsumes both cargo and attack helicopters into one new unit type. Airmobile Infantry fight with the Mechanized QR.

Artillery Technology:

Name:
Artillery Level 1: Rudimentary Artillery -NEW-
Tech Level Requirement:
Seven
R&D Requirement:
None
Factory Requirement:
None
Advances:
Two
Effects:
Completion of this project allows the nation to build Artillery units. This project will be automatically gained at Tech Level 008 if the nation has not already researched it. NOTE: This Project may not benefit from the 'Overreach' rule.

Name:
Artillery Level 2: Anti-Aircraft Artillery
Tech Level Requirement:
Twelve
R&D Requirement:
None
Factory Requirement:
None
Advances:
Three
Effects:
Completion of this project allows the nation's elite artillery (hea, ea, xea) units to count as anti-aircraft artillery. These units then receive a chance to inflict casualties upon enemy aircrafts during combat.

Name:
Artillery Level 3: Super Heavy Artillery
Tech Level Requirement:
Twelve
R&D Requirement:
None
Factory Requirement:
None
Advances:
Four
Effects:
Completion of the Super-Heavy Artillery (sha) project allows the Nation to build SHA units. See the Industrial Build Chart starting for costs. Super-Heavy Artillery can only be moved from region to region (or city to city) by sea (via cargo ship) or by Rail. SHA units can be used in Siege situations (either on the attack or on the defense) and in protecting Port Cities from attack by hostile Fleets. They are not useful in open field battles. A Super-Heavy Artillery unit represents one enormous cannon.

Infantry Technology:

Name:
Infantry Level 1: Motorized Transport
Tech Level Requirement:
Thirteen
R&D Requirement:
Science Level 8: Internal Combustion Engine
Factory Requirement:
None
Advances:
Three
Effects:
Completion of the Motorized Transport project allows the Nation to build trucks to move their troops around. See the Industrial Build Chart (starting on page 44) for costs of Motorized Infantry (ti) and Artillery (ta) units. Motorized Units have half-again the AP per Year of non-Motorized units. Otherwise they operate as standard Infantry or Artillery.
Nations completing this project gain a Mechanized QR. All motorized, mechanized and AFV units fight using the Mechanized QR. All Motorized units are also elite units.

Name:
Infantry Level 2: Parachute Infantry
Tech Level Requirement:
Fourteen
R&D Requirement:
Air Level 5: Biplane Cargo Transport
Factory Requirement:
Ten Aircraft Factories
Advances:
Two
Effects:
Completing the Parachute Infantry project allows the Nation to begin building Parachute Infantry (pi) units, which fight as Elite Light Infantry, but have the training, equipment and capability to be delivered by Cargo Planes to a target by air.

Name:
Infantry Level 3: Landships
Tech Level Requirement:
Fourteen
R&D Requirement:
Infantry Level 1: Motorized Transport
Factory Requirement:
None
Advances:
Five
Effects:
Completion of the AFV project allows the Nation to build Landship (lsh) units, which are very early, very primitive tanks. The turn after the AFV project has been completed, the Nation may begin research into more advanced (and more useful) varieties of tanks. Landship units cannot move between provinces, save by Sea (carried in cargo ships) or by Rail. When deployed in battle or siege in a province, the AFV units are automatically destroyed, though the army deploying them gains a bonus to their combat modifier that turn in that location. A Landship unit represents ten armored fighting vehicles.

Name:
Infantry Level 4: Light Tank
Tech Level Requirement:
Fourteen
R&D Requirement:
Infantry Level 3: Landships
Factory Requirement:
None
Advances:
Four
Effects:
Completion of this project allows the Nation to build Light Tank (afx) units the following turn. Unlike Landships, the Light Tank moves and fights as a regular combat unit.
A Light Tank unit represents five tracked vehicles (which may be either tanks or armored cars, actually) and their crews.

Name:
Infantry Level 5: Mechanized Troops
Tech Level Requirement:
Fifteen
R&D Requirement:
Infantry Level 4: Light Tank
Factory Requirement:
None
Advances:
Three
Effects:
Completion of this project allows the Nation to build Mechanized versions of Infantry and Artillery (see the Industrial Build Chart starting on page 44). Mechanized Infantry and Artillery have twice the AP of their base unit types, and include integrated armor (tank, armored car, self-propelled artillery) elements. This substantially increases their combat capability.

Name:
Infantry Level 6: Medium Tank
Tech Level Requirement:
Fifteen
R&D Requirement:
Infantry Level 4: Light Tank
Factory Requirement:
None
Advances:
Three
Effects:
Completion of this project allows the Nation to build Medium Tank (afv) units the following turn. Like the Light Tank unit, Medium Tanks move and fight as regular combat units. A Medium Tank unit represents five tanks, their crews and supporting fuel trucks, etc.

Name:
Infantry Level 7: Heavy Tank
Tech Level Requirement:
Fifteen
R&D Requirement:
Infantry Level 6: Medium Tank
Factory Requirement:
None
Advances:
Three
Effects:
Completing the AFV: Heavy Tank project allows the Nation to begin building Heavy Tank (fvh) units the following turn. Then there will be some smacky action! Each Heavy Tank unit represents five tanks, crews and support personnel.

Banking Technology:

Name:
Bank Level 1: Dynamic Interest Rates -NEW-
Tech Level Requirement:
Eight
R&D Requirement:
None
Factory Requirement:
None
Advances:
Two
Effects:
Completion of this project lowers the Internal Interest Rate of the nation by 5%. Should the National Bank go into Default Status, this R&D Project will be lost.

Name:
Bank Level 2: Basic Loan Oversight -NEW-
Tech Level Requirement:
Nine
R&D Requirement:
None
Factory Requirement:
None
Advances:
One
Effects:
Completion of this project allows a nation to have up to four nations on its restricted list for loan purposes.

Name:
Bank Level 3: Advanced Loan Oversight -NEW-
Tech Level Requirement:
Ten
R&D Requirement:
Bank Level 2: Basic Loan Oversight
Factory Requirement:
None
Advances:
Two
Effects:
Completion of this project allows a nation to have up to five nations on its restricted list for loan purposes.

Name:
Bank Level 4: National Debt Relief -NEW-
Tech Level Requirement:
Ten
R&D Requirement:
Bank Level 1: Dynamic Interest Rates
Factory Requirement:
None
Advances:
Two
Effects:
Completion of this project lowers the Internal Interest Rate of the nation by a further 5%. Should the National Bank go into Default Status, this R&D Project will be lost.

Miscellaneous Technology:

Name:
Misc Level 1: Strategic Fortress Placement
Tech Level Requirement:
Ten
R&D Requirement:
Urban Level 6: Basic City Militia
Factory Requirement:
None
Advances:
Three
Effects:
Completion of this project allows the nation more options when constructing fortresses. Regional fortresses may now be either Generic or Border fortresses. Generic fortresses gain a bonus against general combat actions in a region. Border Fortresses gain a greater bonus, but only protect against actions coming from a specific border. Actions coming from other Borders suffer no penalty, though must still overcome the regional fortress as normal for regional control, etc.

Name:
Misc Level 2: Hidden Factories
Tech Level Requirement:
Ten
R&D Requirement:
Science Level 4: Structured Factories
Factory Requirement:
None
Advances:
Three
Effects:
Completion of this project allows the nation to construct hidden or underground version of its factories at double the cost.

Name:
Misc Level 3: Structured Linguistic Teaching
Tech Level Requirement:
Ten
R&D Requirement:
Science Level 1: Basic Scientific Organization
Factory Requirement:
None
Advances:
Two
Effects:
Completion of this project allows the nation to begin large-scale educational movements directed at changing a given region or city's Language to the State sponsored language. The nation may undertake further R&D: Linguistic Teaching projects with an Advancement Level of 1/2 the Resistance Value (rounded up) of the target. Upon completion, the target location changes languages to that of the state.

Name:
Misc Level 4: Standardized Measurements
Tech Level Requirement:
Eleven
R&D Requirement:
Science Level 4: Structured Factories
Factory Requirement:
None
Advances:
One
Effects:
Completion of this project allows the nation to invest in the Universal Weights and Measures project (UW&M) to establish a standardized system of weights and measures throughout the nation. A nation that completes the UW&M Project will have compatible rail-lines, shipping containers, yogurt flavors, wheel and gear sizes, ammunition calibers, gun barrels, measures of distance, time, weight, mass and volume. In game terms this will be represented by a base Tax Rate increase of 10%. The base cost of a UW&M Project is 100gp, 10nfp and 2 years. The base cost is multiplied by the Imperial Size of your Nation to get the final, Total Cost. The cost of the UW&M project may not be defrayed through the use of Engineers (see [4.7] on page 23) or by Technical Assistance (see [4.5] on page 22).

Available Projects by Tech Level:

Tech Level 007:
Artillery Level 1: Rudimentary Artillery
Tech Level 008:
Bank Level 1: Dynamic Interest Rates
Tech Level 009:
Bank Level 2: Basic Loan Oversight
Tech Level 010:
Agro Level 1: Basic Crop Improvement
Agro Level 2: Topsoil Conditioning
Agro Level 3: Improved Cultivation Techniques
Agro Level 4: Maximized Irrigation Systems
Agro Level 5: Intermediate Crop Improvement
Agro Level 6: Advanced Crop Improvement
Urban Level 1: City Planning
Urban Level 2: Structured Sewage System
Urban Level 3: Organized Fire Brigades
Urban Level 4: Bring out your Dead
Urban Level 5: Ghetto Management
Urban Level 6: Basic City Militia
Urban Level 7: Intermediate City Militia
Urban Level 8: Advanced City Militia
Urban Level 9: Basic Imperial Size Control
Science Level 1: Basic Scientific Organization
Science Level 2: Containment Seals
Science Level 3: Steam Engine
Science Level 4: Structured Factories
Balloon Level 1: Scout Balloons
Balloon Level 2: Artillery Balloons
Bank Level 3: Advanced Loan Oversight
Bank Level 4: National Debt Relief
Misc Level 1: Strategic Fortress Placement
Misc Level 2: Hidden Factories
Misc Level 3: Structured Linguistic Teaching
Tech Level 011:
Urban Level 10: Aerial Trade Routes
  Urban Level 11: Intermediate Imperial Size Control
Science Level 5: Engineering Corps
Science Level 6: Project Recruitment
Sub Level 1: Basic Submersibles
Ship Level 1: Steam Transports
Ship Level 2: Steam Cruiser
Air Level 1: Scout Airships
Air Level 2: Standard Airships
Air Level 3: Heavy Airships
Air Level 4: Transport Airships
Misc Level 4: Standardized Measurements
Tech Level 012:
Science Level 7: The Analytical Engine
  Railroad Level 1: Basic Rail Technology
Ship Level 3: Steam Battleship
Ship Level 4: Steam Dreadnought
Artillery Level 2: Anti-Aircraft Artillery
Artillery Level 3: Super Heavy Artillery
Tech Level 013:
Science Level 8: Internal Combustion Engine
  Sub Level 2: Submarines
Ship Level 5: Steam Airship Carrier
Air Level 5: Biplane Cargo Transport
Infantry Level 1: Motorized Transport
Tech Level 014:
Air Level 6: Biplane Fighter
  Air Level 7: Biplane Bomber
Infantry Level 2: Parachute Infantry
Infantry Level 3: Landships
Infantry Level 4: Light Tank
Tech Level 015:
Air Level 8: Monowing Fighter
  Air Level 9: Monowing Bomber
Air Level 10: Monowing Heavy Bomber
Air Level 11: Monowing Cargo Transport
Air Level 12: Carrier Fighter
Air Level 13: Carrier Bomber
Infantry Level 5: Mechanized Troops
Infantry Level 6: Medium Tank
Infantry Level 7: Heavy Tank
Tech Level 016:
Air Level 14: Jet Fighter
  Air Level 15: Jet Bomber
Air Level 16: Jet Heavy Bomber
Air Level 17: Jet Cargo Transport
Air Level 18: Helicopters