Technology

Tech diffusion, research progression, era advancement, and the effect of technological era on entity capabilities and available equipment.

What this uses

src/sim/tech.ts src/sim/world.ts src/sim/collective-activities.ts src/sim/entity.ts src/sim/weapon_dynamics.ts

Technology in Ananke is a world-level property (world.tech). The current era gates which weapon profiles, armour schemes, and entity capabilities are available. Advancement is driven by collective research activities and inter-polity diffusion pressure.

Tier 2 — experimental Technology diffusion API is available but not yet stable. Verify against current source before using.

Tech era ladder

Stone Agepre-history
Knapped stone tools, bone weapons, hide armour. No metal.
clubsstone_spearhide_armour
Bronze Age~3000–1200 BCE
Cast bronze weapons and armour. Chariots. Early fortification.
bronze_swordbronze_spearscale_armourchariot
Iron Age~1200–400 BCE
Wrought iron weapons. Mail armour. Organized infantry formations.
iron_swordspearmail_shirtshield
Medieval~400–1400 CE ← current
Steel plate armour. Longswords, halberds, crossbows. Mounted knights. Siege engines.
longsword plate_armour crossbow halberd warhorse
Early Modern~1400–1700 CE
Gunpowder. Muskets, cannon. Decline of plate armour. Professional standing armies.
musketcannonpistol
Industrial~1700–1900 CE
Rifled weapons. Breech-loading. Mass conscript armies. Railways change logistics.
rifleartillerybayonet

Diffusion pressure — current tick

static preview

How much of each era's knowledge has reached each polity, expressed as a fraction q(0–1).

Empire of Karath
0.92
Merchant Guild
0.78
Hill Tribes
0.34
Sea Kingdoms
0.61

Diffusion rate increases with trade routes (see planCaravanRoute), military contact, and shared borders. Isolated polities advance more slowly.

Try this

  1. Access current era: world.tech.currentEra — use this to gate which weapon and armour IDs are valid for the world.
  2. Advance era with collective research: call contributeToCollectiveProject(entity, project, hours) where project kind is 'research'.
  3. Model tech diffusion by ticking a per-polity diffusionPressure_Q value up when polities are in contact.
  4. Gate content pack item availability by checking era: reject longsword in a Stone Age scenario.