Fallen Giants is a single-Age mod, so no Age or Trunk techs are available for research. You still however have 28 techs to research to advance your nation and outsmart your rivals, which are all made available from a Town Centre.
Completing Military research increases your population cap and also allows you to start upgrading your units at your military structures. Additionally, the cost of units and unit upgrades is lowered with each successive level researched.
Name | Cost | |
Homeland Security | ![]() | |
Rapid Dominance Doctrine | ![]() | |
Arms Dealers | ![]() | |
Combined Arms Approach | ![]() | |
Infiltration Tactics | ![]() | |
Nation in Arms | ![]() | |
Military-Industrial Complex | ![]() |
NOTE:
While this mod has a max base pop cap of 600, there are some things worth noting:
Administration research allows you to build one new city with each completed round, and increases your national borders. If your borders abut other nations' borders, then you'll gain strength in the pushing match. If you don't touch territories yet, the diameter of space around your Cities simply expands.
Name | Cost | |
Political Parties | ![]() | |
Constitution | ![]() | |
Utilitarianism | ![]() | |
Realpolitik | ![]() | |
Great Power | ![]() | |
Continentalism | ![]() | |
Welfare State | ![]() |
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Commerce research will cost you Timber and Knowledge at the Library. When you complete Commerce research, your Commerce Cap goes up for all Resources you gather: Food, Timber, Metal, Oil and Wealth. You can gather more of them only up to the Commerce Cap; surpass the cap and any excess is simply lost to you. Commerce research along with Civics research is also required to gain access to a variety of military units as well.
Name | Cost | |
Infrastructure | ![]() | |
Assembly Line | ![]() | |
Scientific Management | ![]() | |
Antitrust Law | ![]() | |
Protectionism | ![]() | |
Mass Communication | ![]() | |
Trickle-Down Theory | ![]() |
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Science research increases line of sight for many of your units (including buildings), makes new resource-gathering Upgrades available so you can increase gather rate, permits construction of new types of buildings, and decreases the cost of all other technology research incrementally.
Note that in Fallen Giants, this time Science Technologies require the use of Oil, but Oil Wells can't be constructed until Level 2 Science (Electricity) has been unlocked.
The early 20th century CE was not exactly known for global peace nor international stability. Old philosophies - liberalism from the 18th century, neoclassicist economics, nationalism, socialism and Marxism in the 19th century - had to contend with and were oft challenged either by their foils or by mutated spinoffs of their own selves - viz, Bolshevism in Russia, and Fascism throughout Europe.
These conflicts between ideals would soon spark off new conflicts, by first roiling Eastern Europe and China in the 1920s CE with social upheaval, and then finally instigating the tragedies that would soon follow in the following decades across the entire globe. Like with Age of Darkness: 1917, this mod's Politics system also allows you to relive some of that historic conflict and drama, with different kinds of Patriots and policies (and their cumulative effects) being available to influence the development and competencies of your chosen civ ingame.
A National Assembly is required to research Governments, as well as establish a Capital for your nation form which a Patriot unit can be spawned.
NOTE:
Because this mod uses Age of Darkness' system of politics there are notable differences between this mod and other instalments of New World Empires:
Only four patriots are available:
We expect these icons to reuse Rise of the Moderns' icons, not those of Age of Darkness.
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The "fort" line of Fallen Giants follows the same system of Rise of the Moderns instead of that of Age of Darkness, which has only one building - the Fortress. In contrast, you also have as many as three as opposed to just two buildings to research Fortification and Strategy upgrades: you have the Fortress, which can be built only near your settlements, and the Citadel, which is costlier, larger, but can be built almost anywhere within your domain, just not too close to another Fortress or Citadel. The Lal Qila wonder also serves as a Fort-type building with the same functions - training Officers and conducting upgrades.
These upgrades all serve to make your Forts more effective - the most significant changes would be Fort attack, range and border push power.
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Unlike Rise of the Moderns or Age of Darkness (or vanilla Rise of Nations for that matter) Attrition upgrades are accessed not from a Tower-type building, but from a Fortress or Citadel.
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Regardless of personal belief, the mass of humanity cannot remain alone forever - no man is an island, thus the old saying goes. A sanctuary or propaganda centre is thus intended to exploit this human need to maintain cohesion and loyalty in the face of daunting odds, be it on a day to day mundane basis, or in the last few moments leading up to a critical showdown between civilisations.
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Regardless of personal belief, the mass of humanity cannot remain alone forever - no man is an island, thus the old saying goes. A sanctuary or propaganda centre is thus intended to exploit this human need to maintain cohesion and loyalty in the face of daunting odds, be it on a day to day mundane basis, or in the last few moments leading up to a critical showdown between civilisations.
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In contrast with other mods, Pedagogics/Influence now takes a back seat - the main focus of your economy in training and girding your units lies not in purchasing new upgrades (except possibly for Germany, which needs to quickly re-militarise to gain access to all aircraft and tank designs) but rather it now lies in gathering as much
Weath and
Oil as quickly as possible - you no longer need the Influence to coax your people into new training regimes, or a fast-running Knowledge industry to come up with new weapon designs.
Still, do not neglect Pedagogics and your Knowledge output if you are aiming to boom or go for a Wonder rush - many Techs and Wonders eat Knowledge, especially since three Wonders - the Financial District, the Tour d'Eiffel and (most notably) the Decryption Station all require vast amounts of Knowledge just to be erected.
Note that unlike other instalments of New World Empires, Pedagogics research in Fallen Giants does not consume Timber alone. Rather, this time it will consume outlays of both Timber AND Oil - so while early on you can easily attain Tier 1 fairly easily, the other Tiers are very dependent on your obtaining a source of Oil.
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