Technology represents the military, economic and cultural knowledge of a province.
A county will have a progress level ranging from 0 to 8 for each of the different technologies, and these give a variety of bonuses. Technologies can have decimal increments and give partial effects at intermediate levels.
Rulers of duke-rank and higher produce technology points, which may be invested to increase technology in the capital province. In addition, technology spreads automatically from high- to low-technology provinces.
The effects of cultural technology are determined by technology levels in one's capital province. Military and economic technology are applied province-by-province, except for military organization, siege technology, and construction, which are also based on the capital's technology.
Much like construction, technology is a long-time prospect. However, unlike construction, making progress in technology takes decades, and the effects are often small in comparison. On the flip side, researching technology which allows you to construct buildings have a relatively large impact.
List of technologies[edit]
The Technology advancement screen (V. 2.8)
There are in total 18 different technologies, six for each major area: Military, Economy, and Culture. The effects are as follows:
Military[edit]
Economy[edit]
Culture[edit]
Research points[edit]
Duke-rank and higher rulers generate research points each month in each of the three categories - Military, Economic and Cultural - according to the following formula;
where Learning is the ruler's personal learning attribute; Skill is the ruler's military, stewardship or diplomatic attribute, for military, economic and cultural technology, respectively; the RankBonus is 1.0, 1.2 or 1.4 for a duke, king or emperor, respectively; and BuildingBonus is the sum of all extra points from all special buildings in your demesne plus from count and baron tier vassals. Buildings held (directly or indirectly) by Duke and King tier vassals do not contribute to your BuildingBonus. Church schools produce 0.04 Cultural points per level per month, while universities produce 0.05 economic points per level per month. Advanced hospital buildings also generate technology points.
In addition, the spymaster study technology mission will often trigger an event that rewards 50 points in a random category, while the research missions for the military, economic and religious advisers will less frequently trigger an event that rewards 50 points in the appropriate category. Battles, whether won or lost, generate military points based on duration and the size of each army (as a fraction of total strength).
Some province modifiers, such as those provided by the chinese master engineer or earned through prosperity-booming events, provide a constant stream of technology points. The amount they provide is doubled if the province itself is booming.
The cost to improve technology by one rank is given by the following formula:
where rank is the rank (from level I to VIII) of the new technology; AheadPenalty is 0.006 for every year the current year is ahead of the 'Base Year' of the technology - this is 800 for level I, 900 for level II, etc.; and ProgressRemaining is the percentage, from 10% to 100%, left to research in the current technology level. For example, suppose the year is 1150 and we want to go from Military Organization level 4.0 to 5.0 in our capital. The Base Year for level V technologies is 1200, so we are 50 years ahead. The cost is (100 * 5) * (1 + 0.006*50) = 650 points. If our capital already had Military Organization at level 4.5, we would only need to spend half as much, or 325 points.
Technology spread[edit]
Technology spreads between provinces that border each other, as well as between provinces in the demesne of the same ruler even if they do not border each other. The rate of growth depends on the degree of the technology lead in the more advanced province. The spymaster's 'study technology' mission also lets technology spread from the target province to the ruler's capital. The other advisors' research missions also increase the speed of spreading, as do the school and university buildings.
The chance of an increase (by one tenth (1/10) of a full level) in a particular technology per year is:
Here are the formulas for each bonus:
The maximum Demesne bonus is 30%.
Where TotalTradePostDifference is the sum of of the tech lead in provinces that have your trade posts. A 0.20% bonus for a 1.0 tech level difference is all you get. Note: I didn't completely test this one out. I tested it at 1.0, 2.0, 3.0, 3.9, 4.0 tech level differences, and with 1 to 15 trade posts. The above formula worked for 1.0, 2.0, 3.0 tech differences and was slightly off at 3.9 and 4.0 tech differences. Example: You have 15 trade posts with 8.0 tech levels in a given technology. Your capitol has 4.0 tech levels in that technology. The Total TradePostDifference would be 60. (15 * 4.0) According to my formula the Trade Post Bonus would be 12%. The game showed 11.7%.
Note: If the difference in tech levels is only 0.1, you get no bonus from the spymaster.
Starting technology[edit]
Different regions and religious groups start with different levels of technology to represent the varying levels of cultural sophistication and achievement present across Europe and the Middle East during the Middle Ages.
The starting levels in 769 are:
Individual regions will have specific set levels for certain techs within the tech-tree.
Later start dates[edit]
Each region has a predefined ending technology for the latest possible start, in 1337. For dates in between, technology takes a weighted average of the starting and ending levels.
Strategies[edit]Key technologies[edit]
Military tech boosts army effectiveness.
Economic tech boosts income and enables buildings that increase army size.
Culture tech improves vassal management by enabling new laws and improving opinion.
Strategies for the realm[edit]
Conquer a good county and make it your capital. E.g. Rome is often poorly defended; beware of triggering early crusades if you're not Christian.
Use council missions to spread tech to your capital. Invite good councilors. Send the spymaster to a location with high tech. Consider having the other councillors use the 'study [tech group]' missions, especially while the spymaster is studying technology, since the bonuses are multiplicative.
Spread economic tech throughout the realm. Tech spread could be encouraged from the capital by using trade zones, a spread-out demesne, and council missions.
Having many duke-rank vassals, since counts do not generate technology points. With viceroyalties, vassals with high stewardship and learning skill could be selected, although opinion and age are usually more important considerations.
If Muslim, ignore Religious Customs, as Muslim realms do not have theocracies.
Remember that Nomads do not generate tech points.
Strategies for research points[edit]
Gain traits that boost multiple attributes such as Diligent , Patient , and Ambitious . See education and focus.
Inherit research points. Arrange for the ruler's heir to rule a duchy before inheriting the throne (this works well with feudal elective or open succession). Conversely, if a vassal duke dies without heirs, the liege inherits their tech points along with their titles and wealth.
Let special vassals spend their points in the liege's capital. The player could grant their capital to the Ecumenical Patriarch or a holy order captain who normally holds no counties. Then revoke the county a year later. (If the player rules the Byzantine Empire or Restored Roman Empire, they can use a decision to seize Constantinople or Rome, respectively.)
Concentrate research point use on new technologies, since the player will gradually receive the other technologies for free. They can see the spread rate by hovering gears in the Tech view (F5) or by hovering the three icons in the province view.
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See also[edit]
Castles • Cities • Temples • Tribes • Nomadic capital
Capital • Economy • Levies • Revolt • Technology • Cultural buildings • Great works
Retrieved from 'https://ck2.paradoxwikis.com/index.php?title=Technology&oldid=37581'
Crusader Kings 2 [official site] is (somehow) now five years old. Adam raised a glass to its humour and humanity last month in celebration of its half-decade anniversary, so I thought I’d delve into its modding community to mark the occasion too.
Much like the digital empires depicted in-game, many of its mods have risen and fallen since my last visit, however the following list sends the best into battle. Given how involved CK 2 can be at times, I’ve tried my best to link videos where possible so as to properly showcase each mod’s worth. Enjoy!NB – Note that some mods can only be accessed via Paradox forum accounts. You’ll have access assuming you own the game, so remember to sign in.
CK2Generator
By yemmlie
Let’s start with a wild card. A wild card, not in the sense that the CK2 Generator mod is temperamental, but that it’s intentionally unpredictable. Last year, Adam rightly compared yemmlie’s work to Dwarf Fortress in that instead of portraying the world as we know it against what the history books might tell us, CK2 Generator spawns an entirely new history of humankind from scratch.
In turn, this lets you grow your own entirely fictitious societies and landmasses and watch them procedurally generate before your eyes. Like Dwarf Fortress, you’re free to transfer your new creations over into Crusader Kings 2 and watch them take flight further still.
“Basically the tool will generate, from scratch, a completely new history of humanity from its first exodus from Africa as a new mod to be playable in CK2,” explains yemmlie. “These cultures will then spread throughout Europe, mutating and changing as they spread, words and language, religions, ethnicity, cultural ideals, laws, looting, river sailing, incest, religious heads, holy sites, wives, concubines and everything, all morphing, mutating and branching off as humans spread through time and land.”
A Game of Thrones
By CK2:AGOT Development Team
Sticking with fictional landscapes, CK 2’s A Game of Thrones has been going since 2012 and brings the famous book series and television show’s bounds to Paradox’s historical grand strategy. It expectedly intertwines George R.R. Martin’s fantasy drama with the game, however also tweaks its base mechanics so that the realm is less likely to fragment into multiple kingdoms over time – in turn in-keeping with its inspiration, as players vie singularly for the Iron Throne.
At present, the A Game of Thrones team has designed the mod so that players can kick things off up to 300 years before Aegon’s Conquest, all the way through to the beginning of The Feast of Crows – Martin’s fourth book. The A Game of Thrones mod featured on RPS’ list of the best total conversion mods last month.
Elder Kings
By Elder Kings Dev Team
From Westeros to Morrowind: the Elder Kings total conversion mod transports the world of Bethesda’s Elder Scrolls series to Crusader Kings 2. Set in wider Tamriel, Elder Kings sees players take control of “one of the many fledgling countries of the Interregnum,” so reads the mod’s description.
While still in development (and probably due an update), Elder Kings boasts two playable scenarios both contained within the series lore’s Second Empire. The Interregnum takes place towards the end of this era with Cyrodiil in disrepute following the emporer’s murder. The Colovian, the Nibenese, the Bosmer, and the Argonians are but some of the races locking horns here in a bid to conquer Tamriel. The Kamal Invasion, on the other hand, follows on and sees the Kamal Snow Demons invading Tamriel for the first time, and the fallout this incurs from the Akaviris, the Nords, and the rest of the realm. A Fourth Empire scenario – Skyrim’s The Stormcloak Rebellion – has been in the works for some time.
NB – as this is a work in progress, its creators warn bugs may be present. It’s perhaps worth bearing this in mind before installing.
Middle Earth Project
By CK2: MEP Team
I swear we’ll get back to the real world soon. But if Game of Thrones and the Elder Scrolls are a shoe-in for Crusader Kings 2 total conversions, then so too must be Tolkien’s Lord of the Rings. Featuring bookmarks throughout the Third Age, this ‘un’s map covers the main areas of Middle-earth as it’s known in the books and films.
“Will you play as the descendant of one of the noble families of Rohan or Gondor?” asks the mod’s creators. “Will you try to reforge the ancient kingdoms of Elves in Eriador? Or will you try to destroy all the Free Peoples, and claim Middle Earth for Morgoth?”
Whatever you answer above, the Middle Earth Project offers seven races – Humans, Hobbits, Dwarves, Orcs/Goblins, Elves, Nazguls/Sauron, and the Istari – and five scenarios by way of The Last Alliance, The Fall of Arnor, The Kinstrife, The War of the Ring, and The New Shadow. If you’re familiar with LotR lore, you can probably guess what some of those entail, however full details of what they’re all about can be found in this direction.
Crusader Kings Z
By Korbah
Besides being a pretty brilliant and intuitive mod, Crusader Kings Z has a fun story too. After Paradox released a teaser for the fictional Crusader Kings Z as an April Fools’ Day joke in 2013, modder Korbah (who is also involved in Elder Kings mentioned above) decided to make it A Real Thing.
The result is something similar to Paradox’s own Sunset Invasion DLC as it creates an alternate timeline for it events to unfold within. At some stage after the year 1000 AD an unexplained zombie outbreak occurs in Ethiopia which quickly spreads from Africa to Europe. Enter you, the player, and supposed world saviour as you scramble to form armies strong enough to combat the spreading infection and restore peace and, you know, humanity to the world after ridding the globe of the walking dead. If it feels like zombies are in everything these days, that’s because they are. But they’re also good fun.
Crusader Kings 2 Technology SpreadWhen The World Stopped Making Sense
By Enlil
While it could be argued 2017 fits this bill more than any other era to date, Enlil’s When The World Stopped Making Sense is a lovely mod which reinterprets the Migration Period at any date between 476 AD – which aligns with the fall of the Western Roman Empire – and 700 AD. From here, players can play through till the fall of the Eastern Roman Empire centuries later in 1453 AD.
This is definitely one for the history buffs and while other Crusader Kings 2 Dark Ages mods tend to follow a typically predictable historically-accurate arc, When The World Stopped Making Sense allows for more player autonomy as you craft yet another alternative timeline. It’s still in development, however ten multi-century-spanning bookmarks are planned in total.
CK2+
By CK2Plus Team
Perhaps the most essential Crusader Kings 2 mod available for those after a challenge – CK2+ changes host of things about the base game with the aim of “deepening the CK2 experience”. In practice, this means making the base game more challenging without straying too far from what makes it enjoyable. Historical accuracy somewhat takes a backseat along the way, but the upshot is a more involved game.
For example, one of the most obvious tweaks CK2+ brings with it is the reduction of vassal limits. In turn this means managing larger empires is significantly more difficult, and makes the decision to increase Crown Authority far more important. Retinues are also smaller, thus more difficult to maintain, and the usefulness of technologies has been capped.
Furthermore, more considerations have been applied to factions, meaning they now bore more common interests. “Do they want peace and wealth?” asks the mod’s creators. “Do they want a strong ruler with lots of prestige? Do they want a pious ruler who doesn’t change from the old ways?” These changes mean there’s less chance of players gaining wider personal power, as they become more reliant on vassals.
No Hassles Vassals
By MonteCristo
Speaking of vassals, MonteCristo’s No Hassles Vassals is a simple but very effective mod which lets players distribute both county and barony titles with just one click. This is likely one which needs to be experienced in order to appreciate its worth, however NHV uses targeted decisions which in turn means you’re no longer required to run with your rule from one county to the next.
I’m actually going to turn you over to YouTube person Arumba here, who does a fine job of talking us through exactly what this one’s all about:
After the End
By Ofaloaf
While I’ve enjoyed watching the world burn several times in Ofaloaf’s After the End mod, part of me worries it’s more prophetic than I’ve given it credit for. As depicted elsewhere on this list, Crusader Kings 2 is perfect for recreating alternate histories, fantasy or otherwise, however this one opts for an arguably more ominous alternative future. We know that didn’t happen in the past, but this could happen in the future, right?
Hopefully not, because after an Extinction Level Event of cataclysmic proportions years prior, the world as we know it in the year 2666 has apparently gone to shit. North America now attempts to rebuild its disconnected societies – which sees a host of new-age cultures on the rise, as players get to grips with over 900 provinces, 25 kingdoms, four republics, one theocracy, five tribes and 14 religions.
“The setting also allows for the introduction of salvaged modern technology in the mostly neo-medieval setting and several invasions and events that change the game-world as time goes by,” reads the mod’s description. Ominous.
Honourable Mentions
RIP – Realm Intrigue & Politics
By ManiacTehGreat
While the contents of this list so far has focused on CK 2 total conversions, ManiacTehGreat’s RIP targets some of the game’s finer details. Well worth your time.
CPRplus – Cultures and Portraits Revamped
By Silverino
Make everyone pretty.
Fantasy!
By JordanDoes
Make everyone not so pretty.
Unique Buildings
By Morrolan
Adds a host of neat historical buildings and monuments to the game.
Bloodline
By Dorimi
Inherit your own bloodlines.
Secret Society
By JordanDoes
Shhhhh.
And so concludes our battle chest of Crusader King 2 mods, fit for toppling kings, conquering nations and winning wars. But what mods were lost on the field? Herald your own favourites in the comments below.
Most of the time I have my Marshal train troops, my Steward collect taxes, and my Court Chaplin research Cultural Technology. Except I don't actually know what that Technology Spread effect is doing precisely.
When a council member improves the technology spread rate, does that improve how fast the county accumulates tech to the next tech levels, or does that make the county spread its increased levels to nearby counties that have lower tech levels, or what?
LokathorLokathor
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The CK2 Wiki has an excellent and up-to-date article explaining technology. It has this to say about technology spread:
Technology spreads between provinces that border each other, as well as between provinces in the demense of the same ruler even if they do not border each other. The rate of growth depends on the degree of the technology lead in the more advanced province. The Spymaster's Study Technology mission also lets technology spread from the target province. The other advisors' research missions also increase the speed of spreading, as do the School and University buildings.
So by sending your Court Chaplain (or Steward, or Marshal) to research tech in your capital, you increase the rate at which the capital increases in cultural (or economic, or military) technology and therefore increase its lead over provinces neighbouring your capital, which in turn increases the rate of spread of tech from your capital to its neighbouring provinces and non-neighbouring provinces in your personal demesne.
This is a good thing! Your capital is where tech will increase the fastest, so you want to encourage those advances to spread to other provinces in your realm. If your capital borders directly on provinces outside your realm (for example, Krakow in Poland borders Rus provinces and Hungarian provinces), either accept that you're helping your rivals somewhat, or move your capital to a more central province.
If you want a particular province to catch up faster instead, sending your councillors there will multiply the effect of spread from its neighbours.
SevenSidedDieSevenSidedDie
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Much like construction, technology is a long-time prospect. Unlike construction however making progress in technology takes decades, and the effects are tiny in comparison. I'll go into how technology works, and what you can do to maximize your benefit from it.
If you can't be bothered to read all of this, there's a summary at the end.
What It Does
The basics of how technology works in Crusader Kings II is rather simple, but not immediately obvious. Technology works on a per county basis; technology in one county will not directly benefit any other counties.
For every whole level of a technology, you'll get a benefit in that county. There are a variety of effects, and these will be gone into in a later section.
How It Spreads
Technological progress happens based on percentage chances. Every month you have a percentage chance of making progress for each tech for each county, measured on a per year basis. Through a dice roll you either make progress towards the next level, or remain where you were before.
Each time the dice roll succeeds, your technological level for that specific tech in that specific county increases by 0.1.
Once the technological level reaches a whole number, you gain the benefit from that level; you don't get say 50% of the effect of level 2 if you're at 1.5, you get the effect of level 1.
Most of your tech will be achieved through the dice rolls mentioned earlier. The percentage chances in a county are affected by several conditions:
All of these factors are multiplied together to decide the final percentage. The base percentage is always 1.2% per year, but this can be increased to much higher levels.
The Effects
There are in total 18 different technologies, 6 for each major area: Military, Economy, and Culture. The effects are as follows:
Military:
Economy:
Culture:
What To Research
Now, the culture techs are special in that they only affect you if your capital county has the technology. A low or high tech outside your capital will not hurt or help you directly in any way.
The culture techs are also, arguably, by far the most useful techs, especially the customs techs and legalism. Both let you manage a large realm easier, and makes succession better. The Tolerance is also useful if you expand into areas with different culture or religion than your own, and thus end up with foreign vassals.
So for the culture techs, I would recommend focusing on Legalism even if you're not a King/Emperor as it will allow you to control more land directly through Centralization Law. When you do become King/Emperor you are then allowed to change Crown Authority to increase your Vassal Levy Size. Second I would focus on Noble Customs as that will affect pretty much everyone in your realm with any real power. Majesty Laws would come in as a good third to reduce your Short Reign years, but concentrating on Popular or Religious would end up assisting with taxes and levies.
For the economy techs, Castle Infrastructure is most important because it directly increases your income from a holding by 6.2%, plus the +2 Tax Income provided by Castle Towns. Trade Practices next if you're a Merchant Republic. Otherwise Construction and Improved Keeps for the benefit of extra levy size and income from Walls.
For the military techs, Tactics is quite useful as it affects all your units. Military Organization helps in keeping troops in battle through moral. A low moral army will disintegrate faster. Beyond that you should probably just concentrate on whatever unit(s) you get from your culture's unique building.
How To Maximize Technological Growth
First off, don't try to get too far ahead of the curve, as you'll get a large 'ahead penalty' towards technological growth if you do so. Instead, try to just keep a few decades ahead of opposing realms.
Second, try to get as good councilors as you can, and especially your Court Chaplain. Your state learning (your own stat + your councilor's stat + half your spouse's stat) plus the state stat for the relevant area will increase technological growth in that area by as many percent. This can make a huge difference in how fast you achieve technological growth.
Third, use your tech focus to get what you want, and switch once you've achieved that level. It also benefits you to boost techs that are nearing the next level, as this will fuel tech growth in the rest of your demesne.
Fourth, focus on your capital. As the entire culture branch works based on your capital, there is no real point in encouraging cultural tech elsewhere.
Fifth, build the tech buildings in your capital. By upgrading the Monastic School and University in your capital county, you can easily achieve 50% higher technological growth there.
Sixth, use your councilors whenever they're available. Have them boost tech growth in your capital. They'll increase tech growth in that county by 5% per level they have in the relevant skill.
By concentrating entirely on your capital, you'll also be indirectly increasing tech growth in the rest of your realm as well. Neighboring a county with a higher tech level will increase tech growth by 15% per county, and having a county with a higher tech level in the same demesne will also increase tech growth by 25% per county. Thus, when you achieve a higher level in your capital you'll increase tech growth in your entire demesne for that tech by 25%, and by another 15% for any county your capital borders.
Summary
By maximizing technology you can get the edge you need to survive against the odds, and to deal with bad successions. Investing early in technology can benefit you for the entire length of a campaign, and can bring large benefits.
For those who cannot be bothered to read everything, just remember this:
Published by Meneth
Small note from random guy: Moving the capital to a province of Muslim/Greek origin can give you a boost in Legalism and rest of tech by 3. + it gives all other provinces a boost in tech development.
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