Total War Rome 2 Unlock All Technology

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Aug 5, 2024, 9:40:11 AM8/5/24
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Thisarticle is from Tar Heel Junior Historian, published for the Tar Heel Junior Historian Association by the North Carolina Museum of History. Used by permission of the publisher. For personal use and not for further distribution. Please submit permission requests for other uses directly to the museum editorial staff.

Is anything in this article factually incorrect? Please submit a comment.Have a question or a suggestion about this entry? Contact NCpedia at --> Printer-friendly pageSelect ratingGive WWI: Technology and the weapons of war 1/5Give WWI: Technology and the weapons of war 2/5Give WWI: Technology and the weapons of war 3/5Give WWI: Technology and the weapons of war 4/5Give WWI: Technology and the weapons of war 5/5Average: 3.9 (763 votes)RateWWI: Technology and the weapons of warby A. Torrey McLean

Reprinted with permission from Tar Heel Junior Historian, Spring 1993.

Tar Heel Junior Historian Association, NC Museum of History


One of the saddest facts about World War I is that millions died needlessly because military and civilian leaders were slow to adapt their old-fashioned strategies and tactics to the new weapons of 1914. New technology made war more horrible and more complex than ever before. The United States and other countries felt the effects of the war for years afterwards.


The popular image of World War I is soldiers in muddy trenches and dugouts, living miserably until the next attack. This is basically correct. Technological developments in engineering, metallurgy, chemistry, and optics had produced weapons deadlier than anything known before. The power of defensive weapons made winning the war on the western front all but impossible for either side.


Back on the ground, the tank proved to be the answer to stalemate in the trenches. This British invention used American-designed caterpillar tracks to move the armored vehicle equipped with machine guns and sometimes light cannon. Tanks worked effectively on firm, dry ground, in spite of their slow speed, mechanical problems, and vulnerability to artillery. Able to crush barbed wire and cross trenches, tanks moved forward through machine gun fire and often terrified German soldiers with their unstoppable approach.


Chemical warfare first appeared when the Germans used poison gas during a surprise attack in Flanders, Belgium, in 1915. At first, gas was just released from large cylinders and carried by the wind into nearby enemy lines. Later, phosgene and other gases were loaded into artillery shells and shot into enemy trenches. The Germans used this weapon the most, realizing that enemy soldiers wearing gas masks did not fight as well. All sides used gas frequently by 1918. Its use was a frightening development that caused its victims a great deal of suffering, if not death.


At sea, submarines attacked ships far from port. In order to locate and sink German U-boats, British scientists developed underwater listening devices and underwater explosives called depth charges. Warships became faster and more powerful than ever before and used newly invented radios to communicate effectively. The British naval blockade of Germany, which was made possible by developments in naval technology, brought a total war to civilians. The blockade caused a famine that finally brought about the collapse of Germany and its allies in late 1918. Starvation and malnutrition continued to take the lives of German adults and children for years after the war.


The firing stopped on November 11, 1918, but modern war technology had changed the course of civilization. Millions had been killed, gassed, maimed, or starved. Famine and disease continued to rage through central Europe, taking countless lives. Because of rapid technological advances in every area, the nature of warfare had changed forever, affecting soldiers, airmen, sailors, and civilians alike.


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There are two technology types - military and civic, focusing on the very aspects that their name suggests. Developing them require time and access to previous technology. Some require additional fee for developing them, worth from few to more than dozen thousands coins. All technologies that require fee can be found in the central part of every tree.


In case of some factions there are technologies that cancels the effects of ones previously developed. It works like a trade - you lose access to some buildings or bonuses, but gain other ones. Canceled technologies are available from the beginning of game, so you don't lose time and money needed for developing them.


In addition to access to new buildings and military units, this technology increase ammunition amount at the shooting units and allow armies to march even further. Bonuses are small, usually few percents, but high enough to feel the difference. For example, +5% to the amount of bullets of shooting units means at least one additional shot of archers. In case of six formations it gives you a chance to destroy enemy formation, break its morale or put a building on fire. Similarly, possibility to recruit one more unit per turn greatly reduce time needed for your country to prepare to war.


Military technologies have an economical aspect as well. In addition to unlocking new buildings, they reduce the recruitment and maintaining cost of units. The second is especially valuable, as it affects all units, which in case of large empires means great savings.


Civic technologies unlock access to buildings not related to army - temples, trading ports, farms etc - and offer trading-social bonuses. Developing further technologies increase profits from a specific building category or lower the cost of building them. The ones from higher levels increase growth, tax income or lower the corruption as well. Unlocking a whole set will increase public order, sanitation or food production.


When choosing from those technologies, you must ask yourself two questions - what is the main source of your income and what do you need most. Some technologies offer even six new buildings, so they are a priority when you have lots of money but don't have what to build. Other will be more important for countries that need money. +5% profits from trading buildings isn't much, but when combined with other bonuses can greatly improve country situation.


In case of public order and sanitation bonuses you must think few steps ahead. Just as in case of military research. You won't get quickly to technologies of level III and higher. Especially if you want to develop military technologies simultaneously. In that case, it is better to focus on developing technology sets. +1 to public order isn't much, but before you get to technologies that give +5 so much time will pass that +1 gained each turn will in total give a great bonus. With 100% speed of researching technologies the last position from the tree will require 150 turns. Combined with others required for developing it, it is almost 400. In the meantime, all technologies of first level require in total 20 turns and will work till the end of the game. In long term, cheap technologies and set will give you more profits than the better ones.


Summary module description:

This module examines the nature of technological knowledge in the Classical world and the practical applications of technology which affected everyday life. Topics covered in the module include, but are not limited to, mining technology, pottery production, engineering, food transformation, and modes of transmission of technical knowledge. The primary material that will be examined is predominantly archeological, alongside relevant ancient literary and documentary sources.


Aims:

This module aims to introduce students to the technology available in the Greek and Roman world and what kind of evidence we have for it. The module will not only address the type of discoveries, technological developments, and the extent of their practical applications found in the Classical world, but also engage with the question of what place people with specific technical knowledge, such as architects and engineers, occupied in society. The topic will be addressed from a variety of perspectives: discussion of the available sources, of the major theoretical topics, analysis of archaeological data and, where relevant, of comparative ethnographic material.


Assessable learning outcomes:

By the end of the module it is expected that the student will be able to:



Display familiarity with the range of available evidence and historical issues related to the topic;



Understand how these changed over time, and under the influence of what factors;

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