Difference between revisions of "Teching"
(→Invasion RPs: moved formula for invasion RP gain from Invading page to Teching page. Replaced existing outdated info) |
|||
(20 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
− | '''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]], | + | '''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 it also be utilized well by [[Explorers]], and occasionally by [[Attackers]]. 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. |
+ | |||
+ | Each day's [[Daily bonus|Daily Bonus]] provides 350 research points. | ||
+ | |||
+ | A Dominion's accumulated Techs can be viewed by casting [[Magic#Offensive Spells|Vision]] on someone. | ||
== 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. Some recommended races are: |
* [[Gnome]] | * [[Gnome]] | ||
Line 12: | Line 16: | ||
== Building Selection == | == Building Selection == | ||
− | Teching requires the construction of [[Schools]]. | + | Teching requires the construction of [[Schools]]. Schools produce research points based on their total percentage of land: |
− | + | Schools produce (1 - (Schools / Total Land)) research points per hour (minimum of 0.5). | |
== The Techs == | == The Techs == | ||
Line 259: | Line 263: | ||
|- | |- | ||
| 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/mana |
− | |||
− | |||
| style="vertical-align: top;" | Ancient Mines | | style="vertical-align: top;" | Ancient Mines | ||
Line 530: | Line 532: | ||
== General Information == | == General Information == | ||
− | Teching is a | + | Teching is a slow strategy, aimed to generate benefit later compared to equivalent non-teching strategies. A common use is to aim for a lot of mid to late-game efficiency when percentage-based bonuses have their greatest effects, e.g. +5 % platinum produced often peaks around conversion for a Converter, while -7.5 % platinum exploration cost amounts to a significant amount of extra platinum late in the round for explorers. For this reason, 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 === |
+ | * Slow; Techers make very little impact throughout the round, often coming up from below for Attacking or Converting strategies. | ||
+ | * Planning required; having a broad idea of how many / which techs you desire and when to stop building schools or destroy them is very helpful. | ||
− | + | === Recommendations === | |
+ | * Great for Converters and slower styles. | ||
+ | * 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 base cost of each advancement is 2.5x highest land achieved and increases by 100 after each unlock (min 3750). | |
− | + | === Invasion RPs === | |
− | + | The number of research points (RP) gained during a successful invasion is based on the relative size of the target and any wonder or racial bonuses. | |
− | + | {| class="wikitable" | |
− | + | |+ Research Points Gained | |
− | + | |- | |
− | + | ! Target Range !! RP | |
− | + | |- | |
− | + | | range < 60% || 0 | |
− | + | |- | |
− | + | | 60% <= range < 75% || 375 OR 2.5x Land Conquered (whichever is higher) | |
− | + | |- | |
− | + | | range >= 75% || 750 OR 5x Land Conquered (whichever is higher) | |
− | + | |} | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | Wonder and racial bonuses will be added together before multiplying the research points gained to obtain the final value. | |
− | + | Research points will arrive when the slowest unit sent on the invasion returns. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |
Latest revision as of 07:10, 7 November 2023
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 it also be utilized well by Explorers, and occasionally by Attackers. 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.
Each day's Daily Bonus provides 350 research points.
A Dominion's accumulated Techs can be viewed by casting Vision on someone.
Race Selection[edit]
Any race can be used to Tech although it is generally more efficient Races that will benefit most from Teching. Some recommended races are:
Building Selection[edit]
Teching requires the construction of Schools. Schools produce research points based on their total percentage of land:
Schools produce (1 - (Schools / Total Land)) research points per hour (minimum of 0.5).
The Techs[edit]
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/mana | 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[edit]
Teching is a slow strategy, aimed to generate benefit later compared to equivalent non-teching strategies. A common use is to aim for a lot of mid to late-game efficiency when percentage-based bonuses have their greatest effects, e.g. +5 % platinum produced often peaks around conversion for a Converter, while -7.5 % platinum exploration cost amounts to a significant amount of extra platinum late in the round for explorers. For this reason, 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[edit]
- Great efficiency can be enjoyed late round
- Allows less experienced players to compete effectively late round
Cons[edit]
- Slow; Techers make very little impact throughout the round, often coming up from below for Attacking or Converting strategies.
- Planning required; having a broad idea of how many / which techs you desire and when to stop building schools or destroy them is very helpful.
Recommendations[edit]
- Great for Converters and slower styles.
- Inexperienced players
Formulas[edit]
Tech Cost[edit]
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 base cost of each advancement is 2.5x highest land achieved and increases by 100 after each unlock (min 3750).
Invasion RPs[edit]
The number of research points (RP) gained during a successful invasion is based on the relative size of the target and any wonder or racial bonuses.
Target Range | RP |
---|---|
range < 60% | 0 |
60% <= range < 75% | 375 OR 2.5x Land Conquered (whichever is higher) |
range >= 75% | 750 OR 5x Land Conquered (whichever is higher) |
Wonder and racial bonuses will be added together before multiplying the research points gained to obtain the final value.
Research points will arrive when the slowest unit sent on the invasion returns.