Rise of the Moderns Wiki
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This content also applies to Time of War: 1800, Rise of Napoleon: Ultima Ratio and The Age of Conquest.

In Rise of the Moderns and Time of War: 1800, the University requires the first level of Science — Archaeology — to be researched before it can be erected. While it also creates knowledge which is vital for the survival of your civilisation, it also impacts on your happiness by creating a one-time increase in dissent. The amount of happiness lost as a result depends on how high your Knowledge technology levels are. Aside from that, the University also hosts research for three other fields: Tax, Construction and Medicine. These upgrades are vital as they are required for many other upgrades elsewhere. The Construction upgrades are vital as they are needed to create rifled units in the Industrial Era.

Technologies hosted[]

Pedagogics Pedagogics Knowledge is a double-edged sword. While it helps by increasing the amount of knowledge that your civilisation creates, it also results in unhappiness, eventually affecting the effectiveness of your mercenaries, attrition and taxation. For more information, visit the page titled Happiness. In general, all universities reduce your happiness by 7% whenever built, and the amounts increase with each level of Knowledge research that you undertake. However, it may well be a necessary evil since the tech Humanism is so important - it helps unlock all other applicable technologies in the game!

Note: the Statue of Liberty Wonder allows you to research a technology, Manifest Destiny, which pushes your knowledge production rates to the highest level possible, and eliminates the negative impact of universities on happiness.

Monalisa

Humanism[]

"The world is all that is the case." —Ludwig Wittgenstein

  • Scholars generate 7% more knowledge [Level 1]

Cost

Requirements

Leads to

  • 150Metal; 150Food
  • Time to complete: Medium
  • Archaeology Scientia
  • Academic disciplines Pedagogics
  • Anatomy
  • Credit Reichtum
  • Division of labour
  • Porcelain Industry Epic technology
Paper

Academic Disciplines[]

A systematic and methodical approach towards acquiring knowledge both sacred and profane.

  • Scholars generate 15% more knowledge [Level 3]
  • Each new university reduces your national happiness by 10 points when built.

Cost

Requirements

Leads to

  • 450Metal; 450Food
  • Time to complete: Very long
  • Humanism Book
  • Missionaries
  • Dialectic Method Knowledge production
  • Epic Engineering Epic technology
Laststand

Dialectic Method[]

"Can two wrongs ever make a right?"

  • Scholars generate 10% more knowledge [Level 2]
  • Each new university reduces your national happiness by 15 points when built.

Cost

Requirements

Leads to

  • 250Metal; 250Food
  • Time to complete: Long
  • Academic disciplines Pedagogics
  • Level 4: Positivism Science
  • Scientific rationality Pedagogics
  • Great Exhibition Epic technology
Logging

Scientific Rationality[]

Mundane matters if explored using mundane methods can yield nothing short of divine inspiration.

  • Scholars generate 20% more knowledge [Level 4]
  • Each new university reduces your national happiness by 25 points when built.

Cost

Requirements

Leads to

  • 250Metal; 250Food
  • Time to complete: Long
  • Dialectic method Pedagogics
  • Measuring tools
  • Sanitation

Construction[]

The art of engineering is one with many applications. While in Rise of Nations the most frequent manifestation of this skill would be faster and sturdier building, the skill of construction also contributes to military engineering, most notably in the form of enhanced artillery and weapon design.

Division of Labour[]

Workmen

A working order for ordering work.

  • Increases construction speed and building hitpoints.

Cost

Requirements

Leads to

  • 150Timber ; 80Wealth
  • Time to complete: Rather short
  • Mercantile Governance [2]
  • Humanism Knowledge production
  • Supply Network Logistics
  • Coehorn mortar

Measuring Tools[]

Even a hair's breadth can make all the difference.

Divlab
  • Increases construction speed and building hitpoints.

Cost

Requirements

Leads to

  • 350Timber ; 150Wealth
  • Time to complete: Rather long
  • Division of Labour
  • Scientific Rationality Knowledge production
  • Steelworks Military-industrial complex
  • Railroad Freightage Logistics
  • Trace ItalienneFortification
  • Battleship

Healthcare[]

Rel1

Anatomy[]

Clues to prolonging life can be found in tragically shortened ones.

  • Improves heal rate for garrisoned troops
  • Increases production speed and LOS for infantry and cavalry

Cost

Requirements

Leads to

  • 80Food; 50Wealth
  • Time to complete: Short
  • Mercantile Governance [2]
  • Humanism Book
  • Pharmacology
Pharmacologia

Pharmacology[]

"The difference between a toxin and a cure is the dose."
Paracelsus

  • Improves heal rate for garrisoned troops
  • Increases production speed and LOS for infantry and cavalry

Cost

Requirements

Leads to

  • 180Food; 80Wealth
  • Time to complete: Rather long
  • Anatomy
  • Calculus Scientia
  • Sanitation
Germs

Sanitation[]

Proper hygiene can no longer be considered solely as a private luxury.

  • Improves heal rate for garrisoned troops
  • Increases production speed and LOS for infantry and cavalry

Cost

Requirements

Leads to

  • 350Oil; 200Wealth
  • Time to complete: Long
  • Pharmacology
  • Industrialisation [4]
  • Scientific rationality Book
  • Blood and Soil Attrition

Taxation Taxation[]

Credit
Customs
[]

The fine art of borrowing tomorrow's money to squander on today's fads.

  • Woodcutters' Camps and Farms produce Wealth Wealth
  • Receive a stream of Wealth Wealth based on your percentage of control of the world map
  • Increased resource gains from Merchants, Caravans and Trawlers.

Cost

Requirements

Leads to

  • 100Timber250Food
  • Pacioli system Pecunia
  • Humanism Book
  • Customs reform Taxation

Customs reform
Credit
[]

"Are these papers in order? are these orders in paper?"

  • Woodcutters' Camps and Farms produce more Wealth Wealth
  • Receive a stream of Wealth Wealth based on your percentage of control of the world map
  • Increased resource gains from Merchants, Caravans and Trawlers.

Cost

Requirements

Leads to

  • 200Timber; 320Food
  • Credit Taxation
  • Reform movement [3]
  • Level 3: Economic Theory Commerce
  • Tariffs Taxation

Tariffs

Tariffs

International commerce is seldom a win-win game.

  • Woodcutters' Camps and Farms produce more Wealth Wealth
  • Receive a stream of Wealth Wealth based on your percentage of control of the world map
  • Increased resource gains from Merchants, Caravans and Trawlers.

Cost

Requirements

Leads to

  • 400Timber; 500Food
  • Customs reform Taxation
  • Blood and Soil Attrition
  • Commodity Agriculture Agronomics
  • Polygonal ArchitectureFortification
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