Techs & upgrades

TECHNOLOGIES


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.

 

Military research

Completing Military research Military 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(Military Level 1) Homeland Security
  • Food: 120
Rapid Dominance Doctrine(Military Level 2) Rapid Dominance Doctrine
  • Food: 100;
  • Metal: 100
Arms Dealers(Military Level 3) Arms Dealers
  • Metal: 200;
  • Knowledge: 160
Combined Arms Approach(Military Level 4) Combine Arms Approach
  • Knowledge: 360;
  • Metal: 250
Infiltration Tactics(Military Level 5) Infiltration Tactics
  • Knowledge: 650;
  • Metal: 400
Nation in Arms(Military Level 5) Nation in Arms
  • Knowledge: 1300;
  • Metal: 500
Military-Industrial Complex(Military Level 7) Military-Industrial Complex
  • Knowledge: 1800;
  • Metal: 1200


NOTE:

While this mod has a max base pop cap of 600, there are some things worth noting:

  • Officers, horse cavalry and mechanised infantry units, eg armoured cars, have a Pop cost of 2.
  • Patriots. Light artillery, tanks, small warplanes, and small attack watercraft like the German S-series have a Pop cost of 3.
  • Heavy aircraft (mostly airships), medium ships - submarines, destroyers - and heavy artillery have a Pop cost of 4.
  • Dreadnoughts and Cruisers have a Pop cost of 5.

Administration research


Administration research Administration 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(Administration Level 1) Political Parties
  • Food: 120
Constitution(Administration Level 2) Constitution
  • Food: 160
Utilitarianism(Administration Level 3) Utilitarianism
  • Knowledge: 160;
  • Food: 160
Realpolitik(Administration Level 4) Realpolitik
  • Knowledge: 300;
  • Food: 300
Great Power(Administration Level 5) Great Power
  • Knowledge: 500;
  • Food: 500
Continentalism(Administration Level 6) Continentalism
  • Knowledge: 1,000;
  • Food: 800
Welfare State
  • Knowledge: 1,500;
  • Food: 1,500

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Commerce research


Commerce research Commerce 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
  • Food: 60;
  • Timber: 60
Assembly Line
  • Knowledge: 140;
  • Timber: 60
Scientific Management
  • Knowledge: 260;
  • Timber: 100
Antitrust Law
  • Knowledge: 500;
  • Timber: 150
Protectionism
  • Knowledge: 900;
  • Timber: 250
Mass Communication
  • Knowledge: 1,300;
  • Timber: 500
Trickle-Down Theory
  • Knowledge: 1,800;
  • Timber: 1,200

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Scientific research


Science research Science 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.

Name
Cost
Positivism
  • Knowledge: 80;
  • Food: 50
Electricity
  • Wealth: 300;
  • Knowledge: 160
Statistics
  • Oil: 400;
  • Knowledge: 300
Formal Education
  • Knowledge: 500;
  • Food: 400
Vocational Training
  • Oil: 800;
  • Wealth: 500
Physics
  • Wealth: 1000
  • Food: 750
Electronics
  • Knowledge: 1500;
  • Oil: 1000


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.

Governments 

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 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.

Name
Cost
Description
Hierarchy
  • Timber: 100
  • +50% to Commerce Cap
  • [WARNING] Prevents Organised Labour from being researched
Suffrage
  • Knowledge: 100;
  • Wealth: 50
  • Non-Town Centre technologies 20% cheaper.
  • [WARNING] Prevents Collectivisation from being researched
Liberalism
  • Knowledge: 1000;
  • Oil: 250;
  • Metal: 250
  • [Prereq]Politics Suffrage; PoliticsOrganised Labour 
  • Scholars produce +25 KnowledgeKnowledge each.
  • Grants access to Legislator Patriot.
Capitalism
  • Knowledge: 1000;
  • Wealth: 700
  • [Prereq]Politics Suffrage;PoliticsHierarchy
  • Increase in Wealth collected as Tax. More efficient Merchants.
  • Grants access to Magnate Patriot.
Organised Labour
  • Food: 100;
  • Knowledge: 50
  • Military research, Drill Square units 25% cheaper
  • [WARNING] Prevents Hierarchy from being researched
Collectivisation
  • Metal: 100;
  • Wealth: 50
  • Armoury units 25% cheaper and faster to build.
  • [WARNING] Prevents Suffrage from being researched
State Property
  • Knowledge: 1000;
  • Metal: 500
  • [Prereq]Politics Collectivisation; PoliticsOrganised Labour 
  • Airstrip, Factory and Naval Yard units 20% cheaper and faster to build.
  • Grants access to Premier Patriot.
Militarism
  • Metal: 1000;
  • Knowledge: 500;
  • Wealth: 500
  • [Prereq]Politics Collectivisation; PoliticsHierarchy
  • [Tier 2 Logistics] Benefits your supply units; units take less Attrition in enemy territory.
  • Grants access to Dictator Patriot.


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:

  • Unlike Age of Darkness or other instalments of New World Empires, most of these Governments are free unless specified.
  • Militarism from the National Assembly functions as a Tier 2 Logistics upgrade rather than a Tier 3 Strategy one.
  • Tier 4 Tax is available from the National Assembly as Capitalism; the vanilla version being blocked in this mod.
  • Tier 5 Pedagogics is available from the same as Liberalism.
  • Hierarchy is a carbon copy of the Age of Darkness government, Corporatism. Its nomenclature was changed as of 2025 (reverted back to what it was in 2014) for Age of Darkness but Fallen Giants shall retain this old name.

Only four patriots are available: 

  • Legislator. Based off the President, but has a LOS that can be expanded with Science.
  • Dictator. Based off the Monarch, but has more craft.
  • Premier. Based off the Comrade.
  • Magnate. Based off the Senator, but moves faster.

We expect these icons to reuse Rise of the Moderns' icons, not those of Age of Darkness.


Upgrades

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Fort

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.

Fortification

These upgrades all serve to make your Forts more effective - the most significant changes would be Fort attack, range and border push power.

Name
Cost
Bombardment
  • Timber: 100;
  • Metal: 100
Neutralisation tactics
  • Metal: 230;
  • Wealth: 70
Hardened field defences
  • Metal: 450;
  • Wealth: 150

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Strategy

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Name
Cost
Operations
  • Food: 80;
  • Wealth: 80
Subterfuge
  • Food: 150;
  • Wealth: 150
Cryptography
  • Food: 300;
  • Wealth: 300

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Attrition

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.

Name
Cost
Defence in depth doctrine
  • Knowledge: 170;
  • Food: 70
Landmines
  • Knowledge: 450;
  • Food: 150
Attrition warfare
  • Knowledge: 600;
  • Food: 300

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Sanctuary/PropCent

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.

Religion/Propaganda

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Name
Cost
Neo-Romanticism
  • Wealth: 200
Existentialism
  • Wealth: 400;
  • Knowledge: 200
Resistance movement
  • Wealth: 700
  • Knowledge: 400

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Taxation

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Name
Cost
Customs and excise
  • Knowledge: 170;
  • Food: 70
Tariffs
  • Knowledge: 250;
  • Food: 170
Keynesian doctrine
  • Food: 640;
  • Knowledge: 400

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Healthcare

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Name
Cost
Sanitation
  • Food: 250;
  • Wealth: 160
Triage
  • Food: 350;
  • Wealth: 250
Vaccination programme
  • Food: 450;
  • Wealth: 350;

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Smelter

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.

Metallurgy

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Name
Cost
Case hardening
  • Food: 250;
  • Timber: 250
Bessemer process
  • Food: 350;
  • Timber: 350
Electric arc furnace
  • Food: 450;
  • Timber: 450

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Construction

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Name
Cost
Engineering
  • Timber: 100;
  • Metal: 60
Measuring tools
  • Timber: 200;
  • Metal: 120
Cement industry
  • Timber: 350;
  • Metal: 200

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Granary

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Agronomics

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Name
Cost
Mechanised farming
  • Timber: 100;
  • Metal: 50
Artificial fertilisers
  • Timber: 250;
  • Metal: 250
Food rationing
  • Timber: 600;
  • Metal: 300


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Sawmill

Woodworking

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Name
Cost
Advanced woodworking
  • Food: 150;
  • Metal: 150
Paper industry
  • Food: 250;
  • Metal: 250
Industrial deforestation
  • Food: 450;
  • Metal: 450

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University


Pedagogics

In contrast with other mods, Pedagogics/Influence Pedagogicsnow 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 muchWealth Weath and OilOil 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.

Name
Cost
Universal literacy
  • Timber: 200
Compulsory education
  • Timber: 300;
  • Oil: 100
Scientific method
  • Timber: 500;
  • Oil: 250


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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