Agriculture-esque research:
-Base kingdom tech, increases to taxes and manpower
improvements to land tax should top out at around 4-5d per parcel...
-possibly a manpower levy of an extra 10-25% per rank as well...starts out only helping the king, but even at 50% it gives 3 units per 4 parcels instead of 2
--we're at 2per now, 20%/rnk is only .4/rnk gain
A kingdom requires Military Technology III to be allowed to research Plate Armor
-BUT that would also give research access to other rank 3 techs, like Archery III
The advantage here is that if/when we have multiple 'kings' floating around - they'd be able to trade techs as well: You dont need Military 3 to USE plate technology
Moun Tech ideas:
-They have no real military because their civilian city guard is all trained? may x per y population effective regiments for defense only
--death of regiments causes a loss of 1 pop/per regiment lost for 2seasons
Infrastructure:
-Base Kingdom tech, allows for building types
IE: Ligorian Arena: buildings like the arena would likely be research on their own, which given the proposed changes to the trade system, would have been a nice +1 pop happiness per unit of slaves dumped into it
Bureaucracy:
-Base Kingdom tech, increasing trade/pop taxes.
--base trade taxes cannot exceed 5%? * rank...also increases taxes gained by population and markets/ports by 10%*rank
just like skills it'll be 100*rank to obtain in research points
d6 per university size RP gains per season...1 specialist needed per size to operate