Difference between revisions of "Teching"
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The cost of each tech is determined by the following formula | The cost of each tech is determined by the following formula | ||
− | 9500 + (100 * | + | 9500 + (100 * CurrentTechs) |
− | where | + | where CurrentTechs is the number of techs the dominion has already acquired. In other words, the cost of each new tech is 100 more research points than the previous tech's cost. |
=== Invasion RPs === | === Invasion RPs === |
Revision as of 01:03, 4 December 2021
Teching is the term used for researching Technological Advancements in order to gain any number of bonuses that affect your Dominion. Teching is often used for Converting strategies although can also be utilized well by Explorers, rarely by Attackers, and is the hallmark of Land Drop Attacking. By building Schools, your Dominion will produce Research Points which can be traded in for a new tech once you have enough points. Teching is a slow strategy that enables your Dominion to have increased efficiency later in the round. It is very difficult to keep up with the top players if you decide to tech but by the end of the round, you should be able to grow more effectively than other Dominions around you that have not teched. An important thing to note is that most techers will only research a handful of Techs and will then R/R their Schools to another building (often Diamond Mines or Homes).
Race Selection
Any race can be used to Tech although it is generally more efficient Races that will benefit most from Teching. The recommended races that benefit in the Base and Imp rulesets are:
Building Selection
Teching requires the construction of Schools. The number of Research Points produced is calculated by a formula:
Produces 26 research points each hour per 1% of total land owned, up to a maximum of 1040 at 40% of total land owned.
The Techs
Advancement | Bonus | Prerequisites (only 1 required) |
---|---|---|
Granaries | +2.5% food production | none |
Planar Emissaries | +7.5% mana production | Granaries
Green Thumb Banker's Friend |
Green Thumb | +5% lumber production | Planar Emissaries
Aquaponics |
Aquaponics | +7.5% food production
-10% enemy fireball damage |
Green Thumb
Midas's Bargain Miser's Grasp |
Midas's Bargain | +2.5% platinum production | Aquaponics
Industrial Machinery Sleeper Agents |
Industrial Machinery | +5% lumber production
+5% ore production |
Midas's Bargain
Siege Weaponry |
Siege Weaponry | +20% wonder damage | Industrial Machinery
Sneaky Spies Explorer's Instinct |
Sneaky Spies | -15% spy losses on failed operations
+10% resources gained from theft |
Siege Weaponry
Arcane Bloodlines Wizard Nexus |
Arcane Bloodlines | -5% cost of spies
-15% cost of wizards |
Sneaky Spies
Frugal Foragers |
Frugal Foragers | -2.5% food consumption | Arcane Bloodlines
Reforestation Explorer's Intuition |
Reforestation | -10% construction lumber cost | none |
Surplus Management | -10% food decay
-10% lumber rot -10% mana drain |
Granaries
Miner's Spirit Banker's Friend |
Banker's Friend | +15% better exchange rates | Planar Emissaries
Surplus Management Ancient Mines Prefabrication |
Prefabrication | -5% construction platinum cost | Banker's Friend
Miser's Grasp |
Miser's Grasp | -25% resources lost to theft | Aquaponics
Prefabrication |
Sleeper Agents | -7.5% spy losses on failed operations
+1% maximum population |
Midas's Bargain
Master of Efficiency |
Explorer's Instinct | -2.5% exploring platinum cost
-2.5% construction platinum cost |
Siege Weaponry
Master of Efficiency |
Wizard Nexus | +1 wizard strength per hour | Sneaky Spies
Preservationist Pastoral Planner |
Preservationist | -15% food decay
-15% lumber rot -15% mana drain |
Wizard Nexus
Explorer's Intuition |
Explorer's Intuition | -2.5% exploring platinum cost
-1 draftee per acre explore cost (min 6) |
Frugal Foragers
Preservationist Architect's Touch Fearless Adventurers |
Architect's Touch | -2.5% construction platinum cost | Reforestation
Explorer's Intuition Mana Pools |
Miner's Spirit | +5% ore production | Surplus Management
Shipwright's Ingenuity |
Ancient Mines | +2.5% gem production | Banker's Friend
Trick of the Light |
Urg Smash Technique | +7.5% lumber production
+7.5% refund when destroying buildings |
Dark Pact |
Dark Pact | +5% wizard power
+7.5% mana production |
Urg Smash Technique
Miser's Grasp |
Master of Efficiency | -1.75% military training cost | Sleeper Agents
Explorer's Instinct |
Pastoral Planner | +1.5% maximum population | Wizard Nexus
Menace |
Explorer's Guile | -7.5% exploring platinum cost
-2 draftee per acre explore cost (min 6) |
Architect's Flourish |
Fearless Adventurers | -50% exploring morale drop | Explorer's Intuition
Anti-Magic Sigils |
Mana Pools | -10% cost of spells | Architect's Touch
Night Watch |
Shipwright's Ingenuity | +12.5% boat production | Miner's Spirit
Trick of the Light Weather Manipulation |
Trick of the Light | +1 Fool's Gold protects ore/lumber
-20% Fool's Gold mana cost |
Ancient Mines
Shipwright's Ingenuity Opulence |
Opulence | +2.5% gem production
+7.5% ore production |
Trick of the Light
Midas's Fountain |
Midas's Fountain | +5% platinum production | Opulence |
Menace | +1 mana production per tower
+2 mana production per tower for each war relation (max 2) |
Pastoral Planner |
Architect's Flourish | -7.5% construction platinum cost | Explorer's Guile
Anti-Magic Sigils |
Anti-Magic Sigils | -1 black op spell duration | Fearless Adventurers
Night Watch |
Night Watch | -25% draftees lost in assassination attempts
-25% wizards lost in assassination attempts -25% enemy disband spies damage |
Mana Pools
Anti-Magic Sigils Ross' Benevolence |
Weather Manipulation | +2.5% food production
-12.5% enemy lightning bolt damage |
Shipwright's Ingenuity
Lumberjack's Devotion Urban Planner |
Lumberjack's Devotion | -20% lumber rot
-10% construction lumber cost |
Weather Manipulation
Master of Resources |
Master of Resources | -1.75% military training cost | Lumberjack's Devotion
Jeweller's Delight |
Avatar of Ares | +2.5% offensive power
+7.5% wizard power |
Surveyor's Sense |
Master of Discipline | -1.75% military training cost | Dark Artistry
Visionary Expansionist |
Dark Artistry | +1 spy strength per hour
+1 wizard strength per hour |
Master of Discipline
Ross' Benevolence |
Ross' Benevolence | -1% platinum tax from Royal Guard | Night Watch
Dark Artistry Survivalist Mentality |
Urban Planner | +1.5% maximum population | Weather Manipulation
Reinforced Bulwarks |
Jeweller's Delight | +2.5% gem production
-5% cost of self spells |
Master of Resources
Reinforced Bulwarks |
WaveHack's Expertise | -5% construction platinum cost
-5% construction lumber cost +3 boat capacity |
Spy Network
Field Surgery |
Surveyor's Sense | -12.5% rezoning platinum cost | Avatar of Ares
Ares' Favor |
Visionary Expansionist | +1% maximum population
+15% population growth |
Master of Discipline
Rations |
Survivalist Mentality | +5% fewer casualties
+7.5% increased prestige gains |
Ross' Benevolence
Rations |
Reinforced Bulwarks | +30% bonus to harbor investment
+30% bonus to towers investment |
Urban Planner
Jeweller's Delight Tributary System |
Spy Network | +1 spy strength per hour | WaveHack's Expertise
Tributary System Battle Commanders |
Field Surgery | +0.75% maximum population
+7.5% fewer casualties |
WaveHack's Expertise |
Ares' Favor | +2.5% offensive power | Surveyor's Sense
Bunk Beds Public Baths |
Rations | -2.5% food consumption
+2 population from barren land |
Visionary Expansionist
Survivalist Mentality Public Baths |
Tributary System | +60% food production from prestige | Reinforced Bulwarks
Spy Network Centralized Intelligence |
Battle Commanders | +7.5% fewer casualties | Spy Network
Carpenter's Knowhow |
Bunk Beds | +2 barracks housing | Ares' Favor
Carpenter's Knowhow |
Public Baths | +30% population growth | Ares' Favor
Rations Ancestral Knowledge |
Centralized Intelligence | -15% cost of spies
-5% cost of wizards |
Tributary System
Military Culture |
Carpenter's Knowhow | -2.5% construction platinum cost | Battle Commanders
Bunk Beds Military Culture Surveyor's Insight |
Ancestral Knowledge | -25% cost of racial spells | Public Baths
Surveyor's Insight |
Military Culture | +5% increased prestige gains | Centralized Intelligence
Carpenter's Knowhow Battle Tactics |
Surveyor's Insight | -7.5% rezoning platinum cost | Carpenter's Knowhow
Ancestral Knowledge Battle Tactics |
Battle Tactics | +5% fewer casualties | none |
The full tech tree looks like this:
General Information
Teching is a very slow strategy. It almost always coincides with a Converting strategy as many of the Techs are geared towards attacking. Teching can be very useful for players who do not have much time to invest into the game early in the round, but wish to compete later on. New or inexperienced players may also benefit from teching. Also note that for multiple techs with the same bonus it is additive when it stacks i.e.: picking the tech Midas's Bargain gives you a +2.5% platinum production, whereas Midas's Fountain gives a bonus of +5% platinum production. Therefore when you unlock both of these then your total bonus is 2.5% + 5% = 7.5%.
Pros
- Great efficiency can be enjoyed late round
- Allows less experienced players to compete effectively late round
Cons
- Very few, if any winners from teching
- Slow; Techers make very little impact throughout the round
Recommendations
- Great for Converters
- Inexperienced players
Formulas
Tech Cost
In order to unlock a tech other than one of the three entry points, at least one of its connecting techs in the tree must already be acquired.
The cost of each tech is determined by the following formula
9500 + (100 * CurrentTechs)
where CurrentTechs is the number of techs the dominion has already acquired. In other words, the cost of each new tech is 100 more research points than the previous tech's cost.
Invasion RPs
The number of research points (RP) gained during a successful invasion is based on the day of the round, the attacker’s percentage of schools, the relative size of the target, and any wonder or racial bonuses.
If the target is less than 60% the size of the attacker, no research points are gained.
Final RPt < 60% = 0
If the target is 60% or greater, first the base RP gain is calculated as
BaseRP = Max (1000, DayOfRound / 0.03)
When the target is greater than or equal to 60% and less than 75%, the base RP gain is halved.
RP60% ≤ t < 75% = BaseRP * 0.5
FinalRP60% ≤ t < 75% = RP60% ≤ t < 75% * (1 + WonderBonusPercentage) * (1 + RacialBonusPercentage)
When the target is greater than or equal to 75%, the attacker's schools are taken into account before wonder and racial bonuses.
BaseSchoolBonus = (130 * Min (SchoolPercentage, SchoolPercentageCap)) * 100
where SchoolPercentage is the attacker's percentage and SchoolPercentageCap is 20%.
SchoolModifier = 1 – Min (0.75, Max (0, NumberOfRecentInvasions – 2) * 0.15)
where NumberOfRecentInvasions is the number of times the target has been invaded in the last 72 hours, excluding when the target overwhelmed the attacker.
RPt ≥ 75% = BaseRP + (BaseSchoolBonus * SchoolModifier)
FinalRPt ≥ 75% = RPt ≥ 75% * (1 + WonderBonusPercentage) * (1 + RacialBonusPercentage)
FinalRP60% ≤ t < 75% and FinalRPt >= 75% are rounded to the nearest whole number and will return with the slowest unit sent on the invasion.