TECHNOLOGY RESEARCH PROGRAMS IN WORLD CONQUEST


Players can invest build steps in an effort to make some kind of technological breakthrough for their empire in World Conquest.

Technology could be just about anything. However, to give you an idea of their relative power, a typical breakthrough might, for example, add 5 to 10% ToHit to all of one of your Unit Types (say Tanks, maybe...)

Players gain Technology by allocating some/all of their production build steps to Technology research, which in turn, gives you a percentage chance to acquire a technology.

At the end of each turn, the computer will generate a random number for each player from 1 to 100. If your generated number is less than or equal to your Technology Research Points, then you have made some kind of breakthrough which the computer will report.

A Metropolis that has 10 build steps will automatically generate 1% Technology per turn (regardless of whether or not you use any "96" orders). Further, if a production center uses all of its build steps towards technology, you will also receive an additional 1% to your Technology total (in addition to the points generated by the "96" orders). This is a useful tactic for 1 build step villages.

If you succeed in gaining a Technology breakthrough, then all research points accumulated up to that point are then removed, and you will have to start over from zero. Because the number of build steps in your empire affect the ratio of points going into your Technology total, larger empires will have to spend a proportionatly greater number of build steps to achieve the same results. Technology Research Programs may be issued to Villages.


Return to the OVERVIEWof World Conquest.

Last edited on 4/19/95

The author, Bill Rapp, can be reached at: conquest@dnai.com