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Thread: Research Subject Tree

  1. #1
    Research Shinobi Senior Member Tamur's Avatar
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    Default Research Subject Tree

    This is meant as a collection of all possible subjects of research for RTW, in a hierarchical arrangement for ease of use.

    "Leaves" are end points along a branch. For example, the Effects label under Provinces->Settlements->Construction->Buildings->Temples is considered a leaf because there are no further subcategories under it.

    If you see a "leaf" that isn't a link to a research thread, this topic is open for research. Researchers are encouraged to find open leaves and fill them with information.

    If you see a branch node (i.e. one that has subtopics under it) which isn't linked, you can also write up a summary of research in that branch of the tree. These generally exist as PDF files or other "static" information, but there are also threads that accomplish the same thing. Again, feel free to write up summary information for these branch nodes.

    If you know of a research area that isn't covered in the subject tree, PM one of the moderators here or mention it in the forum topic sticky thread, and I'll get it added.

    Note: The following is not, and can't pretend to be, a complete presentation of all possible research on the game. However, it will be updated consistently.

    Code:
    I. Campaign
    -   A. Provinces
    -      1. Settlements
    -         a. Construction
    -            I. Strategies
    .            II. Buildings
    -               A. Government
    -               B. Walls
    -               C. Temples
    .               D. Barracks
    -               E. Stables
    -               F. Missiles
    -               G. Trade
    -               H. Weapons
    -               I. Naval
    -               J. Health
    -               K. Farms
    -               L. Roads
    -               M. Mines
    -               N. Academies
    -         b. Maintenance
    -            I. Public Order
    -               A. Factors Affecting
    -                  1. Culture 
    .                  2. Unrest 
    .                  3. Squalor
    .                  4. Distance to Capital 
    -                  ...
    -         c. Benefits Of Holding
    -            I. Economics
    .               A. Income
    -                  1. Trade Income 
    .                  2. Tax Income 
    .                  3. Admin Income
    .                  4. Farm Income
    -                  5. Factors Affecting
    -                     a. Corruption
    .                     ...
    -                  ...
    -               ...
    -            ...
    -         d. Defence
    -            ...
    -         ...
    -      2. Resources
    -         a. Player-Generated Resources
    -            I. Slaves 
    .         b. Natural Resources
    -            I. Furs
    -            I. Wine
    -            I. Mines
    -            ...
    -   B. Agents
    .	1. Family Members
    -	2. Army Units
    .           a. Experience 
    .           b. Battlemap Strategies
    -              I. All Civs
    -                 A. Missile Units
    -                    1. Archers
    -                       a. Effects of Weather
    .                 B. Cavalry Units
    -                    1. Elephants
    -                       a. HP/Healing
    .                    2. Horse Archers
    .                 C. Infantry Units
    -                    1. Phalanx Units
    .                       a. Formation Depth
    .                 D. Siege Units
    -                 E. Exotic/Unique Units
    -              II. Roman
    -                 A. Missile Units
    -                 B. Cavalry Units
    -                 C. Infantry Units
    -                 D. Siege Units
    -                 E. Exotic/Unique Units
    -              III. "Barbarian"
    -                 A. Missile Units
    -                    1. Chosen Archer Warband
    .                 B. Cavalry Units
    -                 C. Infantry Units
    -                 D. Siege Units
    -                 E. Exotic/Unique Units
    -              IV. Carthage
    -                 A. Missile Units
    -                 B. Cavalry Units
    -                 C. Infantry Units
    -                 D. Siege Units
    -                 E. Exotic/Unique Units
    -              V. Greek
    -                 A. Missile Units
    -                 B. Cavalry Units
    -                 C. Infantry Units
    -                 D. Siege Units
    -                 E. Exotic/Unique Units
    -              VI. Egypt
    -                 A. Missile Units
    -                 B. Cavalry Units
    -                 C. Infantry Units
    -                 D. Siege Units
    -                 E. Exotic/Unique Units
    -              VII. Eastern
    -                 A. Missile Units
    -                 B. Cavalry Units
    -                 C. Infantry Units
    -                 D. Siege Units
    -                 E. Exotic/Unique Units
    -      3. Assassins
    -         a. Acquisition
    -            I. By Production
    -               A. Requirements
    -               B. Cost
    -                  1. Creation
    -                  2. Upkeep
    -         ...
    -      4. Spies
    -         a. Acquisition
    -            I. By Production
    -               A. Requirements
    -               B. Cost
    -                  1. Creation
    -                  2. Upkeep
    -         ...
    -      5. Diplomats (300K pdf)
    .         a. Acquisition
    -            I. By Bribe
    -            II. By Production
    -               A. Requirements
    -               B. Cost
    -                  1. Creation
    -                  2. Upkeep
    -         b. Characteristics
    -            I. Influence
    -               A. Effects
    -               B. Effectiveness
    .               C. Factors Affecting
    -                  1. Retinues
    -                  2. Traits
    -         c. Activities
    -            I. Bribes
    -               A. Factors Affecting
    -                  1. Public Order 
    .            II. Negotiations
    -               A. Offers
    -                  ...
    -               B. Demands
    -                  1. Become Protectorate 
    .                  ...
    -            ...
    -         ...
    -      ...
    -   C. Strategies
    -      1. Beginner
    .         a. Strategy-Map Specific 
    .      2. Detailed
    -         a. Armenia
    .         b. Britannia
    .         c. Brutii
    .         d. Carthage
    .         e. Dacia
    .         f. Egypt
    .         g. Gaul
    .         h. Germania
    .         i. Greek Cities 
    .         j. Julii
    .         k. Macedon
    .         l. Numidia
    .         m. Parthia
    .         n. Pontus
    .         o. Scipii
    .         p. Scythia
    .         q. Seleucid Empire
    .         r. Spain
    .         s. Thrace
    .   D. System AI
    -      1. Cultural Settings
    Last edited by Tamur; 03-03-2005 at 08:55.
    "Die Wahrheit ruht in Gott / Uns bleibt das Forschen." Johann von Müller

  2. #2
    Research Shinobi Senior Member Tamur's Avatar
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    Default Re: Research Subject Tree

    Significant revision of military units, buildings, and stratgies sections. Also added new section D for Artificial Intelligence studies.
    "Die Wahrheit ruht in Gott / Uns bleibt das Forschen." Johann von Müller

  3. #3
    Research Shinobi Senior Member Tamur's Avatar
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    Default Re: Research Subject Tree

    Slight revision and thread additions in Military Units section.
    "Die Wahrheit ruht in Gott / Uns bleibt das Forschen." Johann von Müller

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