Re: History of the World Provisional Rules -Tech

Moderators: GuitarMan, ferdy0

Re: Tech

Postby WokkaPater » 03 Oct 2013, 05:21

Rsharpe wrote:Yanking everything off-topic again

Subotai45 wrote:Not to be one of those "crazy Americans, always thinking they're the best" but Britain really can't annex the land they lost.

Britain can't beat the US in a war strongly enough to make the US give up those areas.

We didn't have a government in the Revolutionary War, and it turned out well enough.

And I'm pretty sure if anything can get our political parties to work together, it's an invasion of the US.

We might not be better, but there are a lot more of us...


Would the Brit's really want to assimilate a bunch of crazy, gun toting, uneducated hillbillies into their empire?




Taxes
I am alive. Sometimes you need a break to keep it that way.
User avatar
WokkaPater
 
Posts: 10331
Joined: 18 Jul 2011, 05:34
Location: A swamp of savage bears.
Class: Diplomat
All-game rating: (1000)
Timezone: GMT-5

Re: History of the World Provisional Rules

Postby Subotai45 » 03 Oct 2013, 20:58

We will stay on topic!

Industrial explosives!
User avatar
Subotai45
 
Posts: 11938
Joined: 08 Oct 2012, 22:55
Location: Pitt
All-game rating: 4127
Timezone: GMT-5

Re: History of the World Provisional Rules -Tech

Postby Subotai45 » 02 Feb 2014, 02:08

Rule clarification:

Each tech only takes 6 months to research, regardless of tier, if you do not have universities or public schooling.
User avatar
Subotai45
 
Posts: 11938
Joined: 08 Oct 2012, 22:55
Location: Pitt
All-game rating: 4127
Timezone: GMT-5

Re: History of the World Provisional Rules -Tech

Postby Blackfish » 03 Feb 2014, 13:28

Hey, can I suggest a possible tier 5 tech or two?

Following on from "Trained NCO's" there could be "Marine Training" which enables marines disembarked from wooden or ironclad ships to fight better, perhaps even on par with infantry. I was told that when disembarked, they fight pretty poorly, so maybe a tech that improves this could be a good idea.

I had another idea, following on from the "Colonial Rights" line, though it's escaped me now.I'll come back and edit. "Colonial Militia" allows stronger/more/cheaper/happier militia to be trained in colonies, though risk of revolt increases or something similar.

Of course, if the question marks aren't there to symbolise a possible extra tier that has unknown techs, then ignore this post :D
Last edited by Blackfish on 06 Feb 2014, 09:36, edited 1 time in total.
"You must not fight too often with one enemy, or you will teach him all your art of war." - Plutarch

Game History
User avatar
Blackfish
 
Posts: 1592
Joined: 28 Oct 2012, 05:46
Class: Ambassador
All-game rating: (1000)
Timezone: GMT+10

Re: History of the World Provisional Rules -Tech

Postby Subotai45 » 03 Feb 2014, 16:41

That's what they represent.

If someone ever hits tier 3, I'll make up some techs for the 5th tier.
User avatar
Subotai45
 
Posts: 11938
Joined: 08 Oct 2012, 22:55
Location: Pitt
All-game rating: 4127
Timezone: GMT-5

Previous

Return to Regular History of the World

Who is online

Users browsing this forum: No registered users and 3 guests