Research: Difference between revisions

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|Large Galley||unit||Large Galleys can be built.
|Large Galley||unit||Large Galleys can be built.
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|Longship||unit||Longships can be builts.
|Longship||unit||Longships can be built.
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|Heavy Naval Catapult||ship weapon||Ships can now be refitted with heavy catapults for short and long distance attacks.
|Heavy Naval Catapult||ship weapon||Ships can now be refitted with heavy catapults for short and long distance attacks.

Revision as of 23:22, 27 July 2013

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 This gold has to be deposited in advance into the research fund and is withdrawn from there in every turn.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.

Research.jpg

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%.

Der Pfad der Seefahrt

This path is more expensive for settlers

Research Type Description
Small Galley unit Small Galleys can be built.
Medium Galley unit Medium Galleys can be built.
Light Naval Catapult ship weapon Ships can now be refitted with light catapults for short distance attacks.
Large Galley unit Large Galleys can be built.
Longship unit Longships can be built.
Heavy Naval Catapult ship weapon Ships can now be refitted with heavy catapults for short and long distance attacks.
Enhanced Shipping Space direct effect Ships with 20% more shipping space can be built.
Caravelle unit Caravelles can be built.
Greek Fire ship weapon Ships can now use deadly flame projectiles.
Carrack unit Carracks can be built.

Stadt und Hafenerweiterungen (Slots)

This path is more expensive for warriors

Häfen und Städte können so wie Burgen mit Slots ausgebaut werden, wenn die entsprechenden Technologien erforscht wurden. Entsprechend ihrer Ausbaustufe, können in Städten und Häfen folgende Slots gebaut werden:

  • Level 1-2: 0 Slots
  • Level 3-5: 1 Slot
  • Level 6-8: 2 Slots
  • Level 9-10: 3 Slots

Slots mit der Wirkung "same field", wirken nur auf das Stadt/Hafenfeld selber. Slots mit "angrenzender Wirkung" wirken auf die Umgebungsfelder abhängig vom Level der Stadt/des Hafens:

  • Level 1-5: 6 Umgebungsfelder ("1er Ring")
  • Level 6-10: 18 Umgebungsfelder ("2er Ring")

Um diesen Pfad erforschen zu können, muss zuerst Landbevölkerung Stufe 5, Handwerk I Stufe 5, Belagerung Stufe 7 und Seefahrt Stufe 7 erforscht werden.

Research Type Description
Stadtrecht same field Das Limit für die maximal mögliche Bevölkerung wird um 50% erhöht.
Handelskontor same field Das Handelskontor erhöht die Steuereinnahmen in der Stadt um 100%.
Befestigungsanlage same field Verteidigungsbonus von +50 (settlers) bzw. +30 (warriors) Kampfwert.
Leuchtturm same field Das Feld erhält die Sichtweite eines Level 5 Leuchtturms.
Raststätte same field Der Ermüdungsabbau von in der Stadt/ im Hafen stationierten Armeen wird um +1 erhöht.
Bauerngilde adjacent fields Die Effizienz von angrenzenden Pferdekoppeln, Mühlen und Bäckereien wird um 10% erhöht.
Geschützstellung same field Ballistas und Mangonels können stationiert werden. Wirkung wie in der Burg.
Werft same field Nur in Häfen. Der Schiffbau in dem entsprechenden Hafen wird um 15% beschleunigt (nur für neue Bauaufträge).
Bergwerk Gilde adjacent fields Der Ertrag von angrenzenden Bergwerken wird um 10% erhöht.
Handwerkergilde adjacent fields Die Effizienz von angrenzenden Sägewerken, Steinmetzen und Eisenschmelzen wird um 10% erhöht.

Der Pfad der Verwaltung

This path is more expensive for warriors

Research Type Description
Kartografie direct effect Zielfeldeingabe für Schiffe auch in FoW.
Militärakademie direct effect Armeelimit +1.
Hafenmeisterei direct effect Schiffslimit +1.
Wehrpflicht direct effect Erhöhte Milizqualität.
Steuereintreiber direct effect -5% Bürokratiekosten.
Stadtamt direct effect +2 (settlers) bzw. +1 (warriors) Slot für Städte und Häfen.
Generalstab direct effect +2 Armeelimit.
Marineamt direct effect +2 Schiffslimit.
Partisanentraining direct effect +20% Ermüdung durch passiven Widerstand.
Steuersystem direct effect -10% Bürokratiekosten.

Endlosforschung

Alle Forschungszweige gehen über Level 10 hinaus endlos weiter. Die Endlosforschung kann erst begonnen werden, wenn alle Forschungen bis Stufe 10 erforscht sind. Der Abstand zwischen der höchsten und niedrigsten Forschungsstufe aller Forschungen kann maximal 5 Stufen betragen. Folglich muss dann zunächst die Forschung/en der geringsten Stufe weiter erforscht werden. Die zusätzliche Forschung bringt für jeden Level über Level 10 hinaus folgende Vorteile:

  1. Pfad der Landbevölkerung: +1% extra Getreide Ertrag und +1% Effizienz von Mühlen und Bäckereien pro Level
  2. Pfad des Militärs: +0.5 Kampfwert pro Level
  3. Pfad der Belagerung: +0.5 Kampfwert pro Level während Belagerungen
  4. Pfad des Handwerks I: +1% extra Ertrag für Holzfäller, Steinbrüche, Erzminen, Kohleminen und Goldminen
  5. Pfad des Handwerks II: +1% extra Effizienz für Sägewerke, Steinmetze und Eisenschmelzen
  6. Pfad der Spionage: +0.5 Erfahrungspunkte extra pro Level für neu gebaute Spione
  7. Pfad der Seefahrt: +1 Erfahrungspunkte extra pro Level für neu gebaute Schiffe
  8. Ausbauslots (Stadt/Hafen): +5% Goldeinkommen extra pro Level für Handelskontor