Research: Difference between revisions
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The regular weapon quality for calculating the combat value is 5. Metallurgy I and II increases this value. | The regular weapon quality for calculating the combat value is 5. Metallurgy I and II increases this value. | ||
[[File:Research. | [[File:Research.png|600px|center]] | ||
== The Path of the Peasantry == | == The Path of the Peasantry == | ||
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|} | |} | ||
== | == The Path of Seafaring == | ||
'''This path is more expensive for settlers''' | '''This path is more expensive for settlers''' | ||
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!Research!!Type!!Description | !Research!!Type!!Description | ||
|- | |- | ||
| | |Nailed planks||unit||Drakkars can be built. | ||
|- | |- | ||
| | |Tail rudde||unit||Cogs can be built. | ||
|- | |- | ||
| | |Aftercastle||ship improvement||Adds boarding bonus for Cogs and above. | ||
|- | |- | ||
| | |Top Deck||unit||Hulks can be built. | ||
|- | |- | ||
| | |Underwater ram bow||unit||Dromons can be built. | ||
|- | |- | ||
| | |Naval Catapult||ship weapon||Adds support fire for Hulks, Dromons, Galleys and Carracks. | ||
|- | |- | ||
| | |Inner framework||unit||Galleys can be built. | ||
|- | |- | ||
| | |Multiple masts||unit||Caravelles can be built. | ||
|- | |- | ||
| | |Tween deck||unit||Carracks can be built. | ||
|- | |- | ||
| | |Dry dock||passive improvement||20% faster and cheaper building of Dromons or above. | ||
|} | |} | ||
== | == Town and Harbor Addons (Slots) == | ||
'''This path is more expensive for warriors''' | '''This path is more expensive for warriors''' | ||
Towns and harbors can be expanded with slots, as soon as the respective technologies have been researched.H | |||
Depending on their level, the following number of slots can be built in towns and harbors: | |||
*Level 1-2: 0 | *Level 1-2: 0 slots | ||
*Level 3-5: 1 | *Level 3-5: 1 slot | ||
*Level 6-8: 2 | *Level 6-8: 2 slots | ||
*Level 9-10: 3 | *Level 9-10: 3 slots | ||
Slots | Slots of the type "same field" only have an effect on the town/harbor field itself. Slots of the type "adjacent fields" also exert their effects on the neighboring fields, depending on the level of the town/harbor: | ||
*Level 1-5: 6 | *Level 1-5: 6 neighboring fields ("one ring") | ||
*Level 6-10: 18 | *Level 6-10: 18 neighboring fields ("two rings") | ||
To be able to research this path, you first have to research Peasantry to level 5, Handcraft I to level 5, Siege to Level 7, and Seafaring to level 7. | |||
{| class="wikitable" border=1 cellpadding=5 cellspacing=0 | {| class="wikitable" border=1 cellpadding=5 cellspacing=0 | ||
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!Research!!Type!!Description | !Research!!Type!!Description | ||
|- | |- | ||
| | |Town Charter||same field||The maximum limit of population living on this field is increased by 50%. | ||
|- | |- | ||
| | |Commerce Office||same field||The Commerce Office increases the tax income of the town/harbor by 100%. | ||
|- | |- | ||
| | |Fortification||same field||Defence bonus of +50 (settlers) ore. +30 (warriors) battle points. | ||
|- | |- | ||
| | |Lighthouse||same field||You receive the field of vision equivalent to a level 5 lighthouse. | ||
|- | |- | ||
| | |Guest House||same field||The reduction of the fatigue of armies stationed in this city/harbor is increased by +1. | ||
|- | |- | ||
| | |Farmers Guild||adjacent fields||The efficacy of the neighboring paddocks, mills, and bakeries is increased by 10%. | ||
|- | |- | ||
| | |Battery||same field||Ballistas and mangonels can be built. They have the same effects as in castles. | ||
|- | |- | ||
| | |Shipyard||same field||Can only be built in harbors. Ship construction in this harbor is 10% faster and cheaper (only for new constructions). | ||
|- | |- | ||
| | |Miners Guild||adjacent fields||The output of neighboring mines is increased by 10%. | ||
|- | |- | ||
| | |Craftmans Guild||adjacent fields||The efficacy of neighboring sawmills, stone masons, and iron smelters is increased by 10%. | ||
|} | |} | ||
== | == The Path of Administration == | ||
'''This path is more expensive for warriors''' | '''This path is more expensive for warriors''' | ||
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!Research!!Type!!Description | !Research!!Type!!Description | ||
|- | |- | ||
| | |Mapmaking||direct effect||Target goal for ships can also be set into the Fog of War. | ||
|- | |- | ||
| | |Military Academy||direct effect||Army limit is increased by +1. | ||
|- | |- | ||
| | |Harbor Master's Office||direct effect||Ship limit is increased by +1. | ||
|- | |- | ||
| | |Conscription||direct effect||The quality of the militia is increased. | ||
|- | |- | ||
| | |Tax Collector||direct effect||-5% bureaucracy cost. | ||
|- | |- | ||
| | |Municipal Office||direct effect||+2 (settlers) or +1 (warriors) slots for towns and harbors. | ||
|- | |- | ||
| | |General Staff||direct effect||Army limit is increased by +2. | ||
|- | |- | ||
| | |Naval Office||direct effect||Ship limit is increased by +2. | ||
|- | |- | ||
| | |Partisan Training||direct effect||passive resistance increased by 20%. | ||
|- | |- | ||
| | |Fiscal System||direct effect||-10% bureaucracy cost. | ||
|} | |} | ||
== | == The Path of Heroes == | ||
{| class="wikitable" border=1 cellpadding=5 cellspacing=0 | |||
|- | |||
!Research!!Type!!Description | |||
|- | |||
|Herald||direct effect||The probability that a hero will report to a hero shrine is increased by 50%. | |||
|- | |||
|Sage||adjacent fields||Secondary ability: the performance of research houses is increased by 20% per level on the same field and on adjacent fields | |||
|- | |||
|Hero Academy I||direct effect||+5% experience gain for heroes. | |||
|- | |||
|Immortal||direct effect||Heroes only lose half as much experience when their army is annihilated. | |||
|- | |||
|Ship Carpenter||same field||Secondary ability: per level, shipbuilding in the port where the hero stands becomes 10% faster and cheaper; the operational capability of fleets decreases more slowly. Fleets are repaired faster and cheaper in the port. | |||
|- | |||
|Marine||same field||Secondary ability: landing capacity of the assigned fleet is increased by 10% per level. | |||
|- | |||
|Hero Academy II||direct effect||+10% experience gain for heroes. | |||
|- | |||
|Logistician||same field||Secondary ability: reduces fatigue due to passive resistance for the assigned army by 10% per level | |||
|- | |||
|Master Spy||adjacent fields||Secondary ability: increases the experience of spies on the same field and on adjacent fields by 2 points per level | |||
|-. | |||
|Hero Academy III||direct effect||+10% experience gain for heroes. | |||
|} | |||
== Endless Research == | |||
All research paths continue endlessly beyond level 10. The endless research can only be started when all research paths have been researched to level 10. The differenc betweeb the most advanced and the lowest advanced research level must not be higher than 5. Therefore, the level of the lowest research path has to be increased first. The endless research gives additional benefit for each level beyond 10: | |||
# | #Path of the Peasantry: +1% extra grain output and +1% increased efficacy of mills and bakeries per level.G | ||
# | #Path of the Military: +0.5 battle points per level | ||
# | #Path of the Siege: +0.5 battle points per level during sieges | ||
# | #Path of Handcraft I: +1% extra output of woodcutters, quarries, ore mines, coal mines, and gold mines per level | ||
# | #Path of Handcraft II: +1% increased efficacy of sawmills, stone masons, and iron smelters per level | ||
# | #Path of Espionage: +0.5 extra experience per level for newly built spies | ||
# | #Path of Seafaring: +1 extra experience per level for newly built ships | ||
# | #Town and Harbor Addons: +5% gold income per level for commerce offices | ||
#Path of Administration: -0.5% bureaucracy cost per level | |||
#Path of Heroes: +0.5 extra experience per level for heroes |
Latest revision as of 09:27, 15 February 2024
Research
The research performed in your laboratories can improve multiple areas in your economy and military. The overview shows the amount of science points produced by your laboratories during the last turn. These science points, however, are only one part of the research effort; all research needs also to be funded by gold.
For every used science point 2 units of gold are needed.
So, a lot of gold is required for research. This gold has to be deposited in advance into the research fund and is withdrawn from there in every turn. If there is not enough gold in the fund, all gold is used up to fund as many science points as possible; then, research is stopped.
The various research areas are structured into 10 paths, which each consist of 10 levels. There is the Path of the Peasantry the Path of the Military, the Path of Siege, the Path of Handcraft I, the Path of Handcraft II, the Path of Espionage, the Path of Seafaring, the Path of Town and Harbor Addons (Slots), the Path of Administration, and the Path of Heroes (not yet implemented). Only one path is researched at a time. The currently researched path is marked with a candle to the left side. The path can be switched my selecting it at the left side and clicking the "research"-button. Path-switching can take place at any time; previously acquired research is not lost this way.
As soon as all research paths have reached level 10, the 'endless research' can be started.
The current research status of the respective path is shown as a gray bar. When the bar is full, then the next research level has been achieved. When a path has been fully completed, the research of another path is started (or continued) automatically; this automatic switching always starts at the topmost unfinished path. The research success is also reflected in the ranking - the score is increased by 1 for each 8 science points used in research. However, with increasing levels, the 'endless research' counts less and less to your score.
The regular weapon quality for calculating the combat value is 5. Metallurgy I and II increases this value.
The Path of the Peasantry
This path is more expensive for warriors
Research | Type | Description |
---|---|---|
Scythe | direct effect | The crop output of grain fields is increased by 7%. |
Grainary | direct effect | The decay of your grain stockpile is reduced by 5% (i.e. halved). |
Fatigue Duty | direct effect | The building time is reduced by 15%. |
Windmill | direct effect | The efficacy of windmills is increased by 8% (settlers) or 4% (warriors). |
Clay Oven | direct effect | The efficacy of bakeries is increased by 8% (settlers) or 4% (warriors). |
Herbalism | direct effect | Population growth is increased by 20%. |
Crop Rotation | direct effect | The crop output of grain fields is further increased by 8% (+15% in total). |
Industrial Cooperative | direct effect | The building time is further reduced by 15% (-30% in total). |
Civil Defence | direct effect | The proportion of the populace participating in the militia is increased by 50%. |
Hygiene | direct effect | Grain decay is further decreased by 5% (-10% in total, meaning no more decay takes place). |
The Path of the Military
This path is more expensive for settlers
Research | Type | Description |
---|---|---|
Training Camp | direct effect | Generals gain an additional level after army training or splitting. The generals therfore start with the rank of a Chief Youngling. |
Military Training Area | direct effect | Enhances the troop quality of the swordmen. |
Archery | direct effect | Enhances the troop quality of the bowmen. |
Barracks | direct effect | Generals gain two additional level after army training or splitting. The generals therfore start with the rank of a Master Youngling. |
Phalanx | direct effect | Enhances the troop quality of the spearmen. |
Riding Range | direct effect | Enhances the troop quality of the horsemen. |
Tactics | direct effect | Armies tire less during fights. |
Field Kitchen | direct effect | Armies reduce their fatigue faste, i.e. by 2 per tick. In castles, an additional bonus is added. |
Military Academy | direct effect | Generals gain four additional level after army training or splitting. The generals therfore start with the rank of a Chief Hemmer. |
Field Hospital | direct effect | Combat casualities are reduced by 20%. |
The Path of the Siege
This path is more expensive for settlers
Research | Type | Description |
---|---|---|
Arrow Slits | direct effect | The enhanced supporting fire bonus for castles become available. |
Ballista | slot addon/unit | Ballistas add an extra bonus for heavy supporting fire (similar to the bonus of archers). The maximum bonus is gained when an army has at least 10% of ballistas. A castle slot contains 4 ballistas which are added to the castle militia. This slot addon can be built multiple times. |
Scaling Ladders | direct effect | Each soldier (swordman, spearman, bowman, horseman) who has a scaling lader counts 1.1-fold during sieges. This research automatically refits every soldier with a scaling ladder. If you attack together with an ally who has not researched scaling ladders yet, the bonus will be reduced accordingly. |
Fortified Towers I | slot addon | The castle defence bonus is increased by 10% (settlers) or 5% (warriors). This extension can only be built once per castle. |
Blacksmith | direct effect | When researched, castles produce 2 weapons per castle level. Sabotaging a castle also sabotages the blacksmith. |
Siege Towers | unit | Each siege tower has a capacity of 400 men. Each soldier inside a siege tower counts 1.5-fold during sieges. The rest uses scaling ladders. |
Mangonel | slot addon | Each mangonel increases the battle points when defending a castle by 3-5. This slot addon can be built multiple times. |
Trebuchet | unit | Trebuchets cause 3-5 points damage to a castle during sieges. The maxmimum achievable bonus comes to 80% of the castle defence bonus. |
Fortified Towers II | slot addon | The castle defence bonus is increased by 20% (settlers) or 1% (warriors). This extension can only be built once per castle and replaces Fortified Towers I (if present). |
Burning Pitch | slot addon | Each slot increases the casualities of the attacker by 10%. For example, if the attacker would have casualtities of 10% and there are 7 slots with burning pitch present, the casualities are increased to 17%. This slot addon can be built multiple times. |
The Path of Handcraft I
This path is more expensive for warriors
Research | Type | Description |
---|---|---|
Pulley | direct effect | The output of stone masons is increased by 5%. |
Huge Saw | direct effect | The wood cutters produced 5% more logs. |
Ore Processing | direct effect | The output of ore mines is increased by 5%. |
Metallurgy I | direct effect | The weapons quality is increased from 5 to 12 (settlers) or 15 (warriors). This value is used to calculate your troop quality. |
Mineralogy | direct effect | The output of your quarries is further increased by 5% (10% total). |
Gold Processing | direct effect | The output of gold mines is increased by 5%. |
Mechanization I | direct effect | Mechanisation of your wood cutters increases the output by further 5% (10% total). |
Mechanization II | direct effect | Ore mining is enhanced by mechanication. The output is increased by further 5% (10% total). |
Metallurgy II | direct effect | The weapons quality is increased from 12 to 20 (settlers) or from 15 to 25 (warriors). This value is used to calculate your troop quality. |
Mint | direct effect | The gold output is increased by further 5% (10% total). |
The Path of Handcraft II
To be able to research this path, you first have to research Handcraft I to level 5
Research | Type | Description |
---|---|---|
Wood Usage | direct effect | The efficacy of your saw mills is increased by 10% (settlers) or 5% (warriors). |
Iron Tools | direct effect | The efficacy of your stone masons is increased by 10% (settlers) or 5% (warriors). |
Bellows | direct effect | The coal consumtion of your armouries is reduced by 5% (settlers) or 10% (warriors). |
Melting Pot | direct effect | The efficacy of your iron smelters is increased by 5% (settlers) or 10% (warriors). |
Strip Mining | direct effect | The output of your coal mines is increased by 10%. |
Large Forge | direct effect | Each armory produces addionally +2 (settlers) or +4 (warriors) weapons. |
Pit Saw | direct effect | The efficacy of your saw mills is further increased by 10% or 5% to a total of 20% (settlers) or. 10% (warriors). |
Stone Cutting | direct effect | The efficacy of your stone masons is further increased by 10% or 5% to a total of 20% (settlers) or. 10% (warriors). |
Hot Forge | direct effect | The iron bar consumption of your armories is reduced by 5% (settlers) or 10% (warriors). |
Furnace | direct effect | The efficacy of your iron smelters is further increased by 10% or 5% to a total of 20% (settlers) or. 10% (warriors). |
The Path of Espionage
Research | Type | Description |
---|---|---|
Poisoner | direct effect | The action 'poison wells' kills 20% more populace. |
Secret Library | direct effect | The experience of your own (or your allies) spies trained in your guild is increased by 15% (maximum 130 points). |
Rhetoric | direct effect | The number of militia affected by propaganda is increased by 20%. |
Forged Documents | direct effect | The chances of an exposed spy to escape are increased. |
Fire Accelerants | direct effect | Sabotage efficacy is increased by 20%. |
Great Auditorium | direct effect | Your spy limit is increased (also see formulary). |
Camouflage | direct effect | The efficacy of infiltration attacks on castles is increased by 20%. |
Thieve's Tools | direct effect | The fatigue gained for performing spy actions is reduced. |
Psychological Warfare | direct effect | The efficacy of the 'impede advance' action to increase the fatigue of an enemy army is increased by 20%. |
Assassins Training | direct effect | The efficacy of the 'assassinate general' action is increased by 20%. |
The Path of Seafaring
This path is more expensive for settlers
Research | Type | Description |
---|---|---|
Nailed planks | unit | Drakkars can be built. |
Tail rudde | unit | Cogs can be built. |
Aftercastle | ship improvement | Adds boarding bonus for Cogs and above. |
Top Deck | unit | Hulks can be built. |
Underwater ram bow | unit | Dromons can be built. |
Naval Catapult | ship weapon | Adds support fire for Hulks, Dromons, Galleys and Carracks. |
Inner framework | unit | Galleys can be built. |
Multiple masts | unit | Caravelles can be built. |
Tween deck | unit | Carracks can be built. |
Dry dock | passive improvement | 20% faster and cheaper building of Dromons or above. |
Town and Harbor Addons (Slots)
This path is more expensive for warriors
Towns and harbors can be expanded with slots, as soon as the respective technologies have been researched.H Depending on their level, the following number of slots can be built in towns and harbors:
- Level 1-2: 0 slots
- Level 3-5: 1 slot
- Level 6-8: 2 slots
- Level 9-10: 3 slots
Slots of the type "same field" only have an effect on the town/harbor field itself. Slots of the type "adjacent fields" also exert their effects on the neighboring fields, depending on the level of the town/harbor:
- Level 1-5: 6 neighboring fields ("one ring")
- Level 6-10: 18 neighboring fields ("two rings")
To be able to research this path, you first have to research Peasantry to level 5, Handcraft I to level 5, Siege to Level 7, and Seafaring to level 7.
Research | Type | Description |
---|---|---|
Town Charter | same field | The maximum limit of population living on this field is increased by 50%. |
Commerce Office | same field | The Commerce Office increases the tax income of the town/harbor by 100%. |
Fortification | same field | Defence bonus of +50 (settlers) ore. +30 (warriors) battle points. |
Lighthouse | same field | You receive the field of vision equivalent to a level 5 lighthouse. |
Guest House | same field | The reduction of the fatigue of armies stationed in this city/harbor is increased by +1. |
Farmers Guild | adjacent fields | The efficacy of the neighboring paddocks, mills, and bakeries is increased by 10%. |
Battery | same field | Ballistas and mangonels can be built. They have the same effects as in castles. |
Shipyard | same field | Can only be built in harbors. Ship construction in this harbor is 10% faster and cheaper (only for new constructions). |
Miners Guild | adjacent fields | The output of neighboring mines is increased by 10%. |
Craftmans Guild | adjacent fields | The efficacy of neighboring sawmills, stone masons, and iron smelters is increased by 10%. |
The Path of Administration
This path is more expensive for warriors
Research | Type | Description |
---|---|---|
Mapmaking | direct effect | Target goal for ships can also be set into the Fog of War. |
Military Academy | direct effect | Army limit is increased by +1. |
Harbor Master's Office | direct effect | Ship limit is increased by +1. |
Conscription | direct effect | The quality of the militia is increased. |
Tax Collector | direct effect | -5% bureaucracy cost. |
Municipal Office | direct effect | +2 (settlers) or +1 (warriors) slots for towns and harbors. |
General Staff | direct effect | Army limit is increased by +2. |
Naval Office | direct effect | Ship limit is increased by +2. |
Partisan Training | direct effect | passive resistance increased by 20%. |
Fiscal System | direct effect | -10% bureaucracy cost. |
The Path of Heroes
Research | Type | Description |
---|---|---|
Herald | direct effect | The probability that a hero will report to a hero shrine is increased by 50%. |
Sage | adjacent fields | Secondary ability: the performance of research houses is increased by 20% per level on the same field and on adjacent fields |
Hero Academy I | direct effect | +5% experience gain for heroes. |
Immortal | direct effect | Heroes only lose half as much experience when their army is annihilated. |
Ship Carpenter | same field | Secondary ability: per level, shipbuilding in the port where the hero stands becomes 10% faster and cheaper; the operational capability of fleets decreases more slowly. Fleets are repaired faster and cheaper in the port. |
Marine | same field | Secondary ability: landing capacity of the assigned fleet is increased by 10% per level. |
Hero Academy II | direct effect | +10% experience gain for heroes. |
Logistician | same field | Secondary ability: reduces fatigue due to passive resistance for the assigned army by 10% per level |
Master Spy | adjacent fields | Secondary ability: increases the experience of spies on the same field and on adjacent fields by 2 points per level |
Hero Academy III | direct effect | +10% experience gain for heroes. |
Endless Research
All research paths continue endlessly beyond level 10. The endless research can only be started when all research paths have been researched to level 10. The differenc betweeb the most advanced and the lowest advanced research level must not be higher than 5. Therefore, the level of the lowest research path has to be increased first. The endless research gives additional benefit for each level beyond 10:
- Path of the Peasantry: +1% extra grain output and +1% increased efficacy of mills and bakeries per level.G
- Path of the Military: +0.5 battle points per level
- Path of the Siege: +0.5 battle points per level during sieges
- Path of Handcraft I: +1% extra output of woodcutters, quarries, ore mines, coal mines, and gold mines per level
- Path of Handcraft II: +1% increased efficacy of sawmills, stone masons, and iron smelters per level
- Path of Espionage: +0.5 extra experience per level for newly built spies
- Path of Seafaring: +1 extra experience per level for newly built ships
- Town and Harbor Addons: +5% gold income per level for commerce offices
- Path of Administration: -0.5% bureaucracy cost per level
- Path of Heroes: +0.5 extra experience per level for heroes