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− | '''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 | + | '''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 [[Production#Research Points|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). |
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== Race Selection == | == Race Selection == | ||
− | Any race can be used to Tech although it is generally more efficient Races that will benefit most from Teching. | + | 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: |
* [[Gnome]] | * [[Gnome]] | ||
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== Building Selection == | == Building Selection == | ||
− | Teching requires the construction of [[Schools]]. | + | 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 == | == The Techs == | ||
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| style="vertical-align: top;" | Trick of the Light | | style="vertical-align: top;" | Trick of the Light | ||
− | | style="vertical-align: top;" | +1 Fool's Gold protects ore/lumber | + | | style="vertical-align: top;" | +1 Fool's Gold protects ore/lumber |
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+ | -20% Fool's Gold mana cost | ||
| style="vertical-align: top;" | Ancient Mines | | style="vertical-align: top;" | Ancient Mines | ||
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== General Information == | == General Information == | ||
− | Teching is a slow strategy | + | 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%. |
− | === | + | == Formulas == |
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− | === | + | === Tech Cost === |
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− | + | Tech cost for research points is a flat 10,000 research points per tech. Plus at least one of any prerequired techs. | |
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− | == | + | === Invasion RPs === |
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− | + | Players may also obtain research points by attacking. The formula for gaining research points through invasion is as follows: | |
− | + | <code>[max(1100, daysInRound/0.027) + (Schools/Land * 100 * 26 * 150%)] * (1 - max(0, (recentlyInvadedCount - 2) * 0.2))</code> | |
− | + | This includes both a flat RP gain and a bonus equivalent to 150% of your hourly RP production. However, the bonus is reduced if you have been recently invaded. | |
− | + | For attacks under 75% there is no bonus based on production and the flat rate bonus is halved. Attacks under 60% receive no RP gain on successful invasions. | |
− | + | === Pros === | |
− | + | * Great efficiency can be enjoyed late round | |
− | + | * Allows less experienced players to compete effectively late round | |
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− | + | === Cons === | |
+ | * Very few, if any winners from teching | ||
+ | * Slow; Techers make very little impact throughout the round | ||
− | + | === Recommendations === | |
+ | * Great for Converters | ||
+ | * Inexperienced players |