Tech schools

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Research administration, or tech school as it is more commonly known is a modifier which will determine what kind of research bonuses/penalties you get to the five major technology categories. You can find your current administration type at the top left corner of the technology window. Each administration type gives a research bonus to one or more tech categories while also giving a penalty to one or more other categories(the only exception being Traditional Academia which gives neither bonuses nor penalties). You may change your Research Administration type through decisions, which may become available at times.

You will always have to go through Traditional Academia when changing administration types. That is to say, you cannot for example change from Business Schools & Tycoon Capitalism directly into Military-Industrial Complex. You have to change into Traditional Academia in between them. Also, whenever you change your administration type you will get the academic confusion modifier which lasts for 10 years(during which you cannot change your administration type) and gives a tiny penalty to research points and prestige. This heavily restricts how often a country can change its administration type. Also, uncivilized countries cannot change their administration type until they become civilized.

Each tech school(except Traditional Academia) also gives unciv reform bonuses. These will not affect your country but instead if you as a great power sphere an uncivilized country, that country would then get the reform bonuses from your tech school making their reforms cheaper and so speeding up their westernization. Note that you cannot see the unciv reform bonuses in game by hovering over the tech school. You will only see them when playing as an unciv country in the reform screen(assuming a great power has sphered you).

Traditional Academia

Army Tech Research: +0%
Navy Tech Research: +0%
Commerce Tech Research: +0%
Culture Tech Research: +0%
Industry Tech Research: +0%

Decision: Restore The Academia

Ingame description: Many within our academic circles feel that the present direction of our academia suffers from an undue bias, and that we should return for a more traditional academic profile.

Requirements:

  • prestige at least 45

Effects:

  • Research Administration type changed to Traditional Academia
  • -15 prestige
  • Academic Confusion modifier added(lasts 10 years)

Countries that start the game with this Research Administration type: All uncivilized nations and most civilized nations.

Military-Industrial Complex

Army Tech Research: +15%
Navy Tech Research: -5%
Commerce Tech Research: +0%
Culture Tech Research: -10%
Industry Tech Research: +10%

Unciv Economic Reform Bonus: +5%
Unciv Military Reform Bonus: +15%

Decision: Military-Industrial Complex

Ingame description: Cooperation between private industrialists and the military, on the issues of national defense and war policy, have led to the development of a particularly important web of connections, personal ties and acquaintances, with just an ever so slight hint of corruption, that can best be described as a Military-Industrial Complex. By furthering the goals and ambitions of these informal networks within our academia, we can boost industrial and military research, at the expense of navy and culture.

Requirements:

  • ruling party: Conservative, Reactionary or Fascist
  • Jingoism and Pro-Military at least 5%
  • prestige at least 45
  • military score at least 100

Effects:

  • Research Administration type changed to Military-Industrial Complex
  • -15 prestige
  • Academic Confusion modifier added(lasts 10 years)

Countries that start the game with this Research Administration type: Austria Austria, Prussia Prussia, Sardinia-Piedmont Sardinia-Piedmont, Ottoman Empire Ottoman Empire

Sea power & The Merchant Marine

Army Tech Research: -5%
Navy Tech Research: +15%
Commerce Tech Research: +10%
Culture Tech Research: -10%
Industry Tech Research: +0%

Unciv Economic Reform Bonus: +5%
Unciv Military Reform Bonus: +15%

Decision: Sea power & The Merchant Marine

Ingame description: It has been said that the best way to get ahead in our country is to go via the naval schools. Much of our country's military and political elites have been educated navy men, or have served in the merchant marine. The navy's importance for a seafaring country like our own cannot be underestimated, and by promoting these groups and backgrounds politically, we can ensure that our naval technology will develop at an increased rate, at the expense, however, of other fields of research.

Requirements:

  • colonial nation
  • ruling party: Conservative, Liberal or Anarcho-Liberal
  • Pro-Military and Laissez-Faire at least 5%
  • prestige at least 45
  • military score at least 100
  • number of ships at least 30

Effects:

  • Research Administration type changed to Sea power & The Merchant Marine
  • -15 prestige
  • Academic Confusion modifier added(lasts 10 years)

Countries that start the game with this Research Administration type: United Kingdom United Kingdom

Business Schools & Tycoon Capitalism

Army Tech Research Bonus: -10%
Navy Tech Research Bonus: -10%
Commerce Tech Research Bonus: +10%
Culture Tech Research Bonus: +10%
Industry Tech Research Bonus: +5%

Unciv Economic Reform Bonus: +25%
Unciv Military Reform Bonus: +5%

Decision: Tycoon Capitalism & Business Schools

Ingame description: Our country has under the past years come increasingly under the sway of select cliques of people who have all been educated at the same, or similar, elite business schools and companies. By supporting these groups, we can ensure that our academia's focus lies where it matters: in the fields of commerce and industry. This change will, however, come at the expense of other fields of research.

Requirements:

  • ruling party: Liberal or Anarcho-Liberal
  • Laissez-Faire and Free Trade at least 5%
  • prestige at least 45
  • industrial score at least 100

Effects:

  • Research Administration type changed to Business Schools & Tycoon Capitalism
  • -15 prestige
  • Academic Confusion modifier added(lasts 10 years)

Countries that start the game with this Research Administration type: USA USA

Avantgarde Intelligentsia

Army Tech Research: +0%
Navy Tech Research: -25%
Commerce Tech Research: +0%
Culture Tech Research: +5%
Industry Tech Research: -5%

Unciv Economic Reform Bonus: +10%
Unciv Military Reform Bonus: +5%

Decision: Avantgarde Intelligentsia

Ingame description: A cultural and ideological avantgarde within our country has, during the past years, been undertaking a long march through our academic institutions. By steadily working their way up the rungs of the academic ladder, these radical new ideologues are now in a position to completely subvert our academic institutions to better suit their ideological agenda. By supporting their cause, we can increase the speed of our cultural research, to the detriment, however, of other spheres of intellectual progress.

Requirements:

  • ruling party: Liberal, Fascist or Communist
  • Pacifism and Secularized at least 5%
  • prestige at least 45
  • average consciousness at least 4

Effects:

  • Research Administration type changed to Avantgarde Intelligentsia
  • -15 prestige
  • Academic Confusion modifier added(lasts 10 years)

Countries that start the game with this Research Administration type: France France, Russia Russia

Corporative Industrialism

Army Tech Research: -5%
Navy Tech Research: -10%
Commerce Tech Research: +5%
Culture Tech Research: +0%
Industry Tech Research: +15%

Unciv Economic Reform Bonus: +5%

Decision: Corporative Industrialism

Ingame description: Capital and government in our country have, for some time, been doing their utmost to weave between them an intricate web of personal relations, that has increasingly come to assume the forms of a symbiotic relationship of mutual dependence. By further promoting these connections between the public and private spheres of our society, we can vastly increase our technological progress in the fields of industry, at the expense, however of research in other fields.

Requirements:

  • ruling party: Conservative, Socialist or Communist
  • Interventionism and Protectionism at least 5%
  • prestige at least 45
  • industrial score at least 100

Effects:

  • Research Administration type changed to Corporative Industrialism
  • -15 prestige
  • Academic Confusion modifier added(lasts 10 years)

Countries that start the game with this Research Administration type: Bavaria Bavaria, Sweden Sweden, Switzerland Switzerland

Junkers, Heer & Krupp

Army Tech Researchs: +15%
Navy Tech Research: -15%
Commerce Tech Research: +0%
Culture Tech Research: +5%
Industry Tech Research: +15%

Unciv Economic Reform Bonus: +5%
Unciv Military Reform Bonus: +15%

Decision: Support The Krupp Family

Unique decision to Prussia Prussia, North German Federation North German Federation and Germany Germany

Ingame description: A peculiar Military-Industrial complex is emerging in the now heavily industrialized Ruhr-area, where several leading industrialists, notably from the Krupp family, are working together with Prussian Army & Government officials to develop, in coherence with Prussian state ideology, our military and industrial capabilities. Voltaire has said of Prussia that it is an army with a country, and nowhere is this more true than in the Ruhr.

Requirements:

  • Encourage The Ruhr Boom decision has been enacted
  • following technologies have been researched: Cheap Steel, Iron Breech Loaded Artillery, State And Government
  • industrial score at least 500
  • own provinces: Kleves, Düsseldorf, Siegburg, Aachen, Cologne
  • have steel factory in Cologne(Nordrhein State)

Effects:

  • Research Administration type changed to Junkers, Heer & Krupp
  • +5 prestige

Countries that start the game with this Research Administration type: None