Culture technology is one of the five major categories of technology. Like Commerce, Culture is not really technology in the normal sense, but rather it is the learning and adopting of new concepts in philosophy, aestestics and psychology.
Culture subcategories
Aesthetics
The Aesthetics subcategory provides the player with more prestige. Remember that this is in the form of shared prestige so the later you delay these techs the less prestige you will get.
Technology Name | Activation Year | Default Cost | Effects from technology | Effects from inventions |
---|---|---|---|---|
Classicism & Early Romanticism | 1836 | 3600 | Prestige gain: +5% | - |
Romanticism | 1836 | 7200 | Prestige gain: +5% | Shared Prestige: +15 |
Realism | 1836 | 10800 | Prestige gain: +5% | Shared Prestige: +30 |
Impressionism | 1850 | 14400 | Prestige gain: +5% | Shared Prestige: +45 |
Expressionism | 1870 | 18000 | Prestige gain: +5% | Shared Prestige: +60 |
Mass Culture & The Avant-Garde | 1900 | 21600 | Prestige gain: +5% | Shared Prestige: +175 |
Philosophy
The Philosophy subcategory provides the player with a big research points modifier. Inventions will also give shared prestige.
Technology Name | Activation Year | Default Cost | Effects from technology | Effects from inventions |
---|---|---|---|---|
Late Enlightenment Philosophy | 1836 | 3600 | Research Points: +50% | - |
Idealism | 1840 | 7200 | Research Points: +50% | Shared Prestige: +15 |
Empiricism | 1860 | 10800 | Research Points: +50% | Shared Prestige: +20 |
Analytic Philosophy | 1870 | 14400 | Research Points: +100% | Shared Prestige: +60 |
Phenomenology & Hermeneutic | 1880 | 18000 | Research Points: +100% | Shared Prestige: +40 |
Anti Rationalism | 1900 | 21600 | Research Points: +100% | Shared Prestige: +100 |
Social Thought
The Social Thought subcategory provides the player with more education efficiency and colonial migration.
Technology Name | Activation Year | Default Cost | Effects from technology | Effects from inventions |
---|---|---|---|---|
Malthusian Thought | 1836 | 3600 | Education Eff.: +10% Colonial Migration: +5% |
- |
Positivism | 1836 | 7200 | Education Eff.: +10% Colonial Migration: +5% |
- |
Functionalism | 1836 | 10800 | Education Eff.: +10% Colonial Migration: +5% |
- |
Biologism | 1850 | 14400 | Education Eff.: +10% Colonial Migration: +5% |
Education Eff.: +50% War exhaustion: -5% |
Social Science | 1870 | 18000 | Education Eff.: +10% Colonial Migration: +5% |
Consciousness in Non-Colonial: +0.03 Colonial Prestige: +10% |
Social Alienation | 1900 | 21600 | Education Eff.: +10% Colonial Migration: +5% |
Consciousness in Non-Colonial: +0.05 War Exhaustion: -25% Plurality: +10% |
Political Thought
The Political Thought subcategory provides the player with an increased national focus cap. The inventions are mainly focused on making your population more politically aware, in the form of plurality, reform desire, rebel organisation gain etc. Remember that you still need enough population to get more focus points, as these techs only increase the national focus cap.
Technology Name | Activation Year | Default Cost | Effects from technology | Effects from inventions |
---|---|---|---|---|
The Rights of Man | 1836 | 3600 | Max National Focus: +1 | Plurality: +20% Organisation Regain Rate: +5% Suppression Efficiency: -5% |
Ideological Thought | 1836 | 7200 | Max National Focus: +1 | Plurality: +30% Suppression Efficiency: -10% Political Reform Desire: +10% Consciousness in Non-Colonial: -0.02 Militancy in Non-Colonial: -0.01 |
State & Government | 1840 | 10800 | Max National Focus: +1 | Plurality: +10% Political Reform Desire: +5% Social Reform Desire: +5% Diplomatic Points +20% Colonial Prestige: +10% Min. Liferating: -10% |
Nationalism & Imperialism | 1850 | 14400 | Max National Focus: +1 War justification efficiency: +0.1% |
War Exhaustion: -15% Morale: +10% Colonial Migration: +5% Separatism: +50% Nationalist Rebel organisation gain: +33% |
Revolution & Counterrevolution | 1870 | 18000 | Max National Focus: +1 Diplomatic Points: +25% |
Allow Anarchic Bomb Throwers Allow Terrorist Cells Communist Rebel organisation gain: +25% Suppression Efficiency: +25% rebel organisation gain: -25% Mobilization Impact: -20% War Exhaustion: -15% Military Hospitals: +1% Reactionary Rebel organisation gain: +50% Communist Rebel organisation gain: +75% |
Mass Politics | 1900 | 21600 | Max National Focus: +1 | Fascist Rebel organisation gain: +100% Suppression Efficiency: +25% rebel organisation gain: -25% |
Psychology
The Psychology subcategory provides the player with increased reinforcement speed and starting experience. The last technology also unlocks Radios.
Technology Name | Activation Year | Default Cost | Effects from technology | Effects from inventions |
---|---|---|---|---|
Introspectionism | 1836 | 3600 | Reinforcement: +5% Reg. Experience: +5 |
- |
Associationism | 1836 | 7200 | Reinforcement: +5% Reg. Experience: +5 |
- |
Phenomenalism | 1836 | 10800 | Reinforcement: +5% Reg. Experience: +5 |
- |
Experimental Psychology | 1850 | 14400 | Reinforcement: +5% Reg. Experience: +5 |
- |
Psychoanalysis | 1870 | 18000 | Reinforcement: +5% Reg. Experience: +5 |
- |
Behaviorism | 1900 | 21600 | Reinforcement: +5% Reg. Experience: +5 |
Allows Radio Factory Activate: Radio Education Eff.: +25% Suppression Efficiency: -5% Consciousness in Non-Colonial: +0.03 Suppression Efficiency: -10% Shared Prestige: +20 |