Technology and Research
Introduction: In the world of factional combat, more than just numbers and skill can decide the outcome of a battle. For different factions, different equipment, weapons, and even Zoids are available for a variety of reasons. While certain factions simply have obvious dispositions towards certain flavors of gear and certain types of warfare, often the reason for this disparity is technology. The purpose of this article is to explain the applications and implications of Technology and Research on CAZ -- and how tech affects the common pilot.
“Tech”: One buzzword I am going to start throwing around is the obvious abbreviation of technology -- “tech”. Tech is a simple term meant to refer to understanding, engineering, and technical expertise in a given subject -- the composite knowledge that is collectively referred to as technology. However, unlike the general sense of the word “technology”, I will use to “tech” to refer to a specific area of understanding rather than a general one. For example, a faction that has Charged Particle capabilities might be said to have CPG tech. This doesn’t only mean that they theoretically understand how CPGs work, it also means that they have developed them to the point that they can build them, mount them, and deploy them in the field, so “tech” can refer to engineering as much as it does science. Also note that if you “have” tech it means that you gain the benefits of a given tech area -- I will list the tech areas that have been discovered and are widely known later in the article.
Gaining New Tech: Each faction starts out with certain tech, as enumerated below. However, you should be able to gain tech over time using a little something we call research. The factional leader of a given faction sets the R&D (research and development) budget of the faction for a given year. The budget is the single largest contributing factor to how much research gets done by a given faction in a given year -- and research is the only way to make new tech appear on the face of Zi. Research is a grab bag, though: you don’t always know what you’re going to get. Also, like “tech”, research refers to both science and engineering for the purposes of CAZ. If you want to design a new class of Zoids, you have to do the research. Similarly, if you want to better understand an ancient Zoidian Ruin, you have to do the research. Note that research isn’t actually the drop-dead only way to gain tech. Sometimes, tech will be discovered, captured, or stolen (by your scouts, army, and spies respectively) without help from your research division. However, this rarely creates new tech -- it only moves around old tech. The only way to create new tech, tech that no one else has yet, it through research.
Directing Research: Now, onto the specifics of the research process. You already know that the most important thing in all of research is the budget. For the sake of simplicity on CAZ, the budget is the single largest factor in research (whether this is true in real life as well is a matter of no small debate). You can just let your scientists run wild with their budget and see what you get -- in this case research is a grab bag, and you may get unexpected results. However, you can also direct your researcher’s research. If an opponent has an area of tech that you would like to have as well, (and you are a factional leader or officer) you can order your researchers to look into that specific tech area. You can also point to an existing tech and ask for improvement. Some techs even have numeric levels (like Body Armor II). It is easier to discover some things than others, but unfortunately, you don’t know how hard it actually is, though you might be able to get an inkling from other factions around you.
Now, it’s important to understand that you can also direct researchers to work on a general area, like “naval warfare technology” or “better UAVs”, without even having an associated tech area. However, you generally can’t get too specific. For example, DO NOT send me a complete Zoid Bio or mod and tell you factional researchers to make it work. They will likely tell you that it is impossible. That being said, certain Zoids and mods may have techs as prerequisites.
Also note that your researchers may make random and unexpected discoveries along the way, even if your research is directed (and discoveries don't only come at the end of the year). Thus is science...
A Place To Stand: Unfortunately for the factional leaders, there may be additional expenses to technology and research, such as the cost of building a research laboratory. Yes, if you’re serious about your faction’s research program, you do have to build an entire dedicated research lab at some point. Grants can only take you so far before you need the facilities to back them up. You can construct general laboratories or more specific facilities designed for a broad single purpose rather than science in general. As I mentioned earlier, there’s a cost associated with it, but it is variable. Usually, it’s your choice: $1-5 million (in increments of a million) with the time to build equal to the dollar cost/1 million in months. However, as this qualifies as a special building, you might want to check with the World GM (me) before putting it on your tab.
The Areas of Tech: Below are the tech areas possessed by at least one faction at present (minus secret tech and secret owners, if there is any).
Tech Table
| Tech Name |
Factions |
Description |
| Body Armor I |
ZBC, NBD, NHR, ZIC, BDMG |
Faction can design and produce standard kevlar body armor and polycarbonate battle helmets. |
| Body Armor II |
ZBC, ZIC, BDMG |
Faction can design and produce advanced body armor, such as scaled ceramics. |
| Personal Weapons I |
All |
Faction can produce basic firearms, weapons, and equipment, including rifles, shotguns, knives, and similar. |
| Personal Weapons II |
ZBC, ZIC |
Faction can produce advanced personal weapons with more sophisticated technology, such as induction charge firing. |
| Zoid Engineering (Land) |
All |
Faction can design, produce, and repair standard land Zoids 1-5 (excluding Zoids using charged particle guns, including customs). |
| Zoid Engineering (Air) |
All |
Faction can design, produce, and repair standard aerial Zoids 1-5 (and customs). |
| Zoid Engineering (Sea) |
All |
Faction can design, produce, and repair standard aquatic Zoids 1-5 (and customs). |
| Naval Engineering |
ZBC, NBD, NHR, ZIC |
Faction can produce and repair warships and shipyards. |
| Base Building |
All |
Faction can build Camps, Forts, and Bases (and navy/air force equivalents). |
| Charged Particle Guns |
ZBC, NBD, NHR, ZIC, BDMG |
Faction can manufacture and repair charged particle weaponry. |
| Mechanized Infantry |
All |
Faction can operate infantry in a more effective hybrid armored/infantry combination. |
| Parachute Infantry |
ZBC, NBD, NHR, ZIC |
Faction can train and operate parachute infantry (airborne/paratroopers) as well as special airlift wings to drop them. |
| Special Forces |
All |
Faction can train and operate "special forces" units for unique missions, often behind enemy lines for limited times. |
| Spy Satellites |
ZBC |
Faction can launch and use spy satellites (price on request). |
| WMDs (Chemical) |
ZBC |
Faction can construct and use chemical weapons (weapon of mass destruction). |