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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 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).
'''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. The recommended races that benefit in the Base and Imp rulesets are:
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]]. The number of Research Points produced is calculated by a formula:
Teching requires the construction of [[Schools]]. Schools produce research points based on their total percentage of land:


  Produces EITHER Schools/2 research points OR Schools * (1 - (Schools / Total Land)), whichever is HIGHER.
  Schools produce (1 - (Schools / Total Land)) research points per hour (minimum of 0.5).
 
The formula basically shows that up to 50% Schools, the fewer you have, the more they produce each (but less in total) meaning that you will gain a larger benefit in increasing the number of Schools from 10% to 20% than you will from 40% to 50%. The optimum percentage of Schools/Total Land is generally considered to be 40%. There are however some players who will build percentages as high as 80-90% as the formula changes to a static amount of Research Points produced once the Schools/Total Land goes above 50%.


== The Techs ==
== The Techs ==


{| class="wikitable"
{| class="wikitable sortable"
|-
! Advancement !! Bonus !! Prerequisites (only 1 required)
|-
| Granaries || +2.5% food production || ''none''
|-
| Planar Emissaries || +5% mana production || Granaries<br>Green Thumb<br>Banker's Friend
|-
| Green Thumb || +5% lumber production || Planar Emissaries<br>Aquaponics
|-
| Aquaponics || +7.5% food production<br>-4 hours enemy Burning duration || Green Thumb<br>Midas's Bargain<br>Miser's Grasp
|-
| Midas's Bargain || +2% platinum production || Aquaponics<br>Industrial Machinery<br>Sleeper Agents
|-
| Industrial Machinery || +5% lumber production<br>+5% ore production || Midas's Bargain<br>Siege Weaponry
|-
| Siege Weaponry || +20% wonder damage<br>+50% Raid attack damage || Industrial Machinery<br>Sneaky Spies<br>Explorer's Instinct
|-
| Sneaky Spies || +10% resources gained from theft<br>-15% spy losses on failed operations || Siege Weaponry<br>Arcane Bloodlines<br>Wizard Nexus
|-
| Arcane Bloodlines || -20% wizard cost || Sneaky Spies<br>Frugal Foragers
|-
| Frugal Foragers || -2.5% food consumption || Arcane Bloodlines<br>Reforestation<br>Explorer's Intuition
|-
| Reforestation || -10% construction lumber cost || ''none''
|-
| Surplus Management || -10% food decay<br>-10% lumber rot<br>-10% mana drain || Granaries<br>Miner's Spirit<br>Banker's Friend
|-
| Banker's Friend || +15% exchange rates || Planar Emissaries<br>Surplus Management<br>Ancient Mines<br>Prefabrication
|-
| Prefabrication || -10% construction platinum cost || Banker's Friend<br>Miser's Grasp
|-
| Miser's Grasp || +10% defensive spy power<br>-25% resources lost to theft || Aquaponics<br>Prefabrication
|-
| Sleeper Agents || +1% maximum population<br>-7.5% spy losses on failed operations || Midas's Bargain<br>Master of Efficiency
|-
| Explorer's Instinct || -5% construction platinum cost<br>-2.5% exploring platinum cost || Siege Weaponry<br>Master of Efficiency
|-
| Wizard Nexus || +1 wizard strength recovery per hour || Sneaky Spies<br>Preservationist<br>Pastoral Planner
|-
| Preservationist || -15% food decay<br>-15% lumber rot<br>-15% mana drain || Wizard Nexus<br>Explorer's Intuition
|-
| Explorer's Intuition || -2.5% exploring platinum cost<br>-1 draftee per acre explore cost || Frugal Foragers<br>Preservationist<br>Architect's Touch<br>Deep Pockets
|-
| Architect's Touch || -2.5% construction platinum cost || Reforestation<br>Explorer's Intuition<br>Mana Pools
|-
| Miner's Spirit || +5% ore production || Surplus Management<br>Shipwright's Ingenuity
|-
| Ancient Mines || +2.5% gem production || Banker's Friend<br>Trick of the Light
|-
| Urg Smash Technique || +100% refund when destroying buildings<br>+7.5% lumber production || Dark Pact
|-
| Dark Pact || +10% mana production<br>+5% wizard power || Urg Smash Technique<br>Miser's Grasp
|-
| Master of Efficiency || -1.75% military training cost || Sleeper Agents<br>Explorer's Instinct
|-
| Pastoral Planner || +1.5% maximum population || Wizard Nexus<br>Menace
|-
| Explorer's Guile || -7.5% exploring platinum cost<br>-2 draftees per acre explore cost || Architect's Flourish
|-
| Deep Pockets || +15% resources gained from theft || Explorer's Intuition<br>Night Watch
|-
| Mana Pools || -10% spell cost || Architect's Touch<br>Shadow Academy
|-
| Shipwright's Ingenuity || +12.5% Boat production || Miner's Spirit<br>Trick of the Light<br>Weather Manipulation
|-
| Trick of the Light || Fool's Gold protects ore, lumber, and mana || Ancient Mines<br>Shipwright's Ingenuity<br>Opulence
|-
| Opulence || +2.5% gem production<br>+7.5% ore production || Trick of the Light<br>Midas's Fountain
|-
| Midas's Fountain || +4% platinum production || Opulence
|-
| Menace || +2 mana production per Tower<br>+1.5 mana production per Tower per war relation || Pastoral Planner
|-
| Architect's Flourish || -10% construction platinum cost || Explorer's Guile<br>Night Watch
|-
| Night Watch || -25% enemy Assassinate Draftees damage<br>-25% enemy Assassinate Wizards damage<br>-25% enemy Disband Spies damage || Deep Pockets<br>Shadow Academy
|-
|-
! Advancement
| Shadow Academy || -20% Archmage cost<br>-20% Assassin cost || Mana Pools<br>Night Watch<br>Ross' Benevolence
! Bonus
! Prerequisites
|-
|-
| style="vertical-align: top;" | Commander's Insight
| Weather Manipulation || -12.5% enemy Lightning Bolt damage<br>+2.5% food production || Shipwright's Ingenuity<br>Lumberjack's Devotion<br>Urban Planner
| style="vertical-align: top;" | -10% offensive casualties
| style="vertical-align: top;" | ''none''
|-
|-
| style="vertical-align: top;" | Tactician
| Lumberjack's Devotion || -20% construction lumber cost<br>-20% lumber rot || Weather Manipulation<br>Master of Resources
| style="vertical-align: top;" | -10% defensive casualties
| style="vertical-align: top;" | ''none''
|-
|-
| style="vertical-align: top;" | Military Genius
| Master of Resources || -1.75% military training cost || Lumberjack's Devotion<br>Jeweller's Delight
| style="vertical-align: top;" | +5% attack power
| style="vertical-align: top;" | Commander's Insight, Tactician
|-
|-
| style="vertical-align: top;" | Caravan Leader
| Avatar of Ares || +2.5% offensive power<br>+7.5% wizard power || Surveyor's Sense
| style="vertical-align: top;" | -5% exploring platinum cost
| style="vertical-align: top;" | ''none''
|-
|-
| style="vertical-align: top;" | Explorer's Intuition
| Master of Discipline || -1.75% military training cost || Dark Artistry<br>Visionary Expansionist
| style="vertical-align: top;" | -1 draftee per acre explore cost (minimum 3)
| style="vertical-align: top;" | ''none''
|-
|-
| style="vertical-align: top;" | Explorer's Luck
| Dark Artistry || +1 spy strength recovery per hour<br>+1 wizard strength recovery per hour || Master of Discipline<br>Ross' Benevolence
| style="vertical-align: top;" | -10% exploring platinum cost, -2 draftee per acre explore cost (minimum 3)
| style="vertical-align: top;" | Caravan Leader, Explorer's Intuition
|-
|-
| style="vertical-align: top;" | Sleight of Hand
| Ross' Benevolence || -1% Royal Guard platinum tax || Shadow Academy<br>Dark Artistry<br>Survivalist Mentality
| style="vertical-align: top;" | -10% spy losses on failed operations
| style="vertical-align: top;" | ''none''
|-
|-
| style="vertical-align: top;" | Darkness Walker
| Urban Planner || +1.5% maximum population || Weather Manipulation<br>Reinforced Bulwarks
| style="vertical-align: top;" | -20% cost of spies
| style="vertical-align: top;" | ''none''
|-
|-
| style="vertical-align: top;" | Spy Master
| Jeweller's Delight || +2.5% gem production<br>-5% self spell cost || Master of Resources<br>Reinforced Bulwarks
| style="vertical-align: top;" | +1 spy strength recover per hour
| style="vertical-align: top;" | Sleight of Hand, Darkness Walker
|-
|-
| style="vertical-align: top;" | Magician's Apprentice
| WaveHack's Expertise || +3 Boat capacity<br>-5% construction platinum cost<br>-10% construction lumber cost || Spy Network<br>Field Surgery
| style="vertical-align: top;" | -10% cost of spells
| style="vertical-align: top;" | ''none''
|-
|-
| style="vertical-align: top;" | Magician's Awe
| Surveyor's Sense || -12.5% rezoning platinum cost || Avatar of Ares<br>Ares' Favor
| style="vertical-align: top;" | -20% cost of wizards
| style="vertical-align: top;" | ''none''
|-
|-
| style="vertical-align: top;" | Master of Magi
| Visionary Expansionist || +1% maximum population<br>+15% population growth || Master of Discipline<br>Rations
| style="vertical-align: top;" | +1 wizard strength recovery per hour
| style="vertical-align: top;" | Magician's Apprentice, Magician's Awe
|-
|-
| style="vertical-align: top;" | Farmer's Growth
| Survivalist Mentality || -5% casualties<br>+7.5% prestige gains || Ross' Benevolence<br>Rations
| style="vertical-align: top;" | +10% food production
| style="vertical-align: top;" | ''none''
|-
|-
| style="vertical-align: top;" | Miner's Refining
| Reinforced Bulwarks || +30% Harbor investment bonus<br>+30% Spires investment bonus || Urban Planner<br>Jeweller's Delight<br>Tributary System
| style="vertical-align: top;" | +5% gem production
| style="vertical-align: top;" | ''none''
|-
|-
| style="vertical-align: top;" | Banker's Foresight
| Spy Network || +1 spy strength recovery per hour || WaveHack's Expertise<br>Tributary System<br>Battle Commanders
| style="vertical-align: top;" | +5% platinum production
| style="vertical-align: top;" | Farmer's Growth, Miner's Refining
|-
|-
| style="vertical-align: top;" | Mason's Art
| Field Surgery || -7.5% casualties<br>+0.75% maximum population || WaveHack's Expertise
| style="vertical-align: top;" | -10% construction platinum costs
| style="vertical-align: top;" | ''none''
|-
|-
| style="vertical-align: top;" | Forester's Touch
| Ares' Favor || +2.5% offensive power || Surveyor's Sense<br>Bunk Beds<br>Public Baths
| style="vertical-align: top;" | -10% rezoning costs
| style="vertical-align: top;" | ''none''
|-
|-
| style="vertical-align: top;" | Urban Planner
| Rations || +2 population from barren land<br>-2.5% food consumption || Visionary Expansionist<br>Survivalist Mentality<br>Public Baths
| style="vertical-align: top;" | +2% population maximum
| style="vertical-align: top;" | Mason's Art, Forester's Touch
|-
|-
| style="vertical-align: top;" | Fruits of Labor
| Tributary System || +60% food production from prestige || Reinforced Bulwarks<br>Spy Network<br>Centralized Intelligence
| style="vertical-align: top;" | +20% lumber, +20% ore and +10% gem production
| style="vertical-align: top;" | Banker's Foresight, Urban Planner
|-
|-
| style="vertical-align: top;" | Dark Artistry
| Battle Commanders || -7.5% casualties || Spy Network<br>Carpenter's Knowhow
| style="vertical-align: top;" | +3 recovery of both wizard and spy strengths per hour
| style="vertical-align: top;" | Spy Master, Master of Magi
|-
|-
| style="vertical-align: top;" | Urban Mastery
| Bunk Beds || +2 Barracks housing || Ares' Favor<br>Carpenter's Knowhow
| style="vertical-align: top;" | +6% population maximum
| style="vertical-align: top;" | Urban Planner, Explorer's Luck
|-
|-
| style="vertical-align: top;" | Treasure Hunt
| Public Baths || +30% population growth || Ares' Favor<br>Rations<br>Ancestral Knowledge
| style="vertical-align: top;" | +12.5% platinum production
| style="vertical-align: top;" | Spy Master, Banker's Foresight
|-
|-
| style="vertical-align: top;" | Magical Weaponry
| Centralized Intelligence || -20% spy cost || Tributary System<br>Military Culture
| style="vertical-align: top;" | +10% attack power, +15% wizard strength
| style="vertical-align: top;" | Master of Magi, Military Genius
|-
|-
| style="vertical-align: top;" | Conqueror's Crafts
| Carpenter's Knowhow || -5% construction platinum cost || Battle Commanders<br>Bunk Beds<br>Military Culture<br>Surveyor's Insight
| style="vertical-align: top;" | -30% construction and rezoning platinum costs
| style="vertical-align: top;" | Military Genius, Urban Planner
|-
|-
| style="vertical-align: top;" | Master of Resources
| Ancestral Knowledge || -25% racial spell cost || Public Baths<br>Surveyor's Insight
| style="vertical-align: top;" | -10% military training cost (no ore reduction for Gnomes)
| style="vertical-align: top;" | Explorer's Luck, Banker's Foresight
|-
|-
| style="vertical-align: top;" | Tactical Battle
| Military Culture || +7.5% prestige gains || Centralized Intelligence<br>Carpenter's Knowhow<br>Battle Tactics
| style="vertical-align: top;" | -25% offensive and defensive casualties
| style="vertical-align: top;" | Spy Master, Military Genius
|-
|-
| style="vertical-align: top;" | Enchanted Lands
| Surveyor's Insight || -7.5% rezoning platinum cost || Carpenter's Knowhow<br>Ancestral Knowledge<br>Battle Tactics
| style="vertical-align: top;" | -20% exploring cost, +15% mana production
| style="vertical-align: top;" | Master of Magi, Explorer's Luck
|-
|-
| Battle Tactics || -5% casualties || ''none''
|}
|}


The full tech tree looks like this:  
The full tech tree looks like this:  
Line 142: Line 166:
== General Information ==
== 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 only the largest bonus you have attained counts: picking up Treasure Hunt (+12.5 % platinum production) adds an effective 7.5 % bonus because the prerequisite Banker's Foresight already gave you 5 %.
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 ==
== Formulas ==
Line 148: Line 184:
=== Tech Cost ===
=== Tech Cost ===


Research points must be spent to obtain techs. The formula for tech cost is as follows:
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.
 
<code>MAX(3780, ([maximum acres achieved] * 6.4))</code>


Essentially this means that there is a minimum cost of 3,780 research points, which will be the cost until you are above 590 acres. Additionally, a second minimum is in place, based on the highest acreage you have reached during the round. This means that, if you were 800 acres and then were successfully invaded and reduced to 730, you would still need 5141 Research Points to gain an additional tech.
The base cost of each advancement is 2.5x highest land achieved and increases by 50 after each unlock (min 3750).


=== Invasion RPs ===
=== Invasion RPs ===


Players may also obtain research points by attacking. The formula for gaining research points through invasion is as follows:
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.


<code>Conquered Acres * 17</code>
{| class="wikitable"
 
|+ Research Points Gained
This includes both acres that you directly take from your target and the generated acres.
|-
 
! Target Range !! RP
=== Pros ===
|-
* Great efficiency can be enjoyed late round
| range < 60% || 0
* Allows less experienced players to compete effectively late round
|-
| 60% <= range < 75% || 375 OR 2.5x Land Conquered (whichever is higher)
|-
| range >= 75% || 750 OR 5x Land Conquered (whichever is higher)
|}


=== Cons ===
Wonder and racial bonuses will be added together before multiplying the research points gained to obtain the final value.
* Very few, if any winners from teching
* Slow; Techers make very little impact throughout the round


=== Recommendations ===
Research points will arrive when the slowest unit sent on the invasion returns.
* Great for Converters
* Inexperienced players

Latest revision as of 20:57, 1 July 2026

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 +5% mana production Granaries
Green Thumb
Banker's Friend
Green Thumb +5% lumber production Planar Emissaries
Aquaponics
Aquaponics +7.5% food production
-4 hours enemy Burning duration
Green Thumb
Midas's Bargain
Miser's Grasp
Midas's Bargain +2% 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
+50% Raid attack damage
Industrial Machinery
Sneaky Spies
Explorer's Instinct
Sneaky Spies +10% resources gained from theft
-15% spy losses on failed operations
Siege Weaponry
Arcane Bloodlines
Wizard Nexus
Arcane Bloodlines -20% wizard cost 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% exchange rates Planar Emissaries
Surplus Management
Ancient Mines
Prefabrication
Prefabrication -10% construction platinum cost Banker's Friend
Miser's Grasp
Miser's Grasp +10% defensive spy power
-25% resources lost to theft
Aquaponics
Prefabrication
Sleeper Agents +1% maximum population
-7.5% spy losses on failed operations
Midas's Bargain
Master of Efficiency
Explorer's Instinct -5% construction platinum cost
-2.5% exploring platinum cost
Siege Weaponry
Master of Efficiency
Wizard Nexus +1 wizard strength recovery 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
Frugal Foragers
Preservationist
Architect's Touch
Deep Pockets
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 +100% refund when destroying buildings
+7.5% lumber production
Dark Pact
Dark Pact +10% mana production
+5% wizard power
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 draftees per acre explore cost
Architect's Flourish
Deep Pockets +15% resources gained from theft Explorer's Intuition
Night Watch
Mana Pools -10% spell cost Architect's Touch
Shadow Academy
Shipwright's Ingenuity +12.5% Boat production Miner's Spirit
Trick of the Light
Weather Manipulation
Trick of the Light Fool's Gold protects ore, lumber, and 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 +4% platinum production Opulence
Menace +2 mana production per Tower
+1.5 mana production per Tower per war relation
Pastoral Planner
Architect's Flourish -10% construction platinum cost Explorer's Guile
Night Watch
Night Watch -25% enemy Assassinate Draftees damage
-25% enemy Assassinate Wizards damage
-25% enemy Disband Spies damage
Deep Pockets
Shadow Academy
Shadow Academy -20% Archmage cost
-20% Assassin cost
Mana Pools
Night Watch
Ross' Benevolence
Weather Manipulation -12.5% enemy Lightning Bolt damage
+2.5% food production
Shipwright's Ingenuity
Lumberjack's Devotion
Urban Planner
Lumberjack's Devotion -20% construction lumber cost
-20% lumber rot
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 recovery per hour
+1 wizard strength recovery per hour
Master of Discipline
Ross' Benevolence
Ross' Benevolence -1% Royal Guard platinum tax Shadow Academy
Dark Artistry
Survivalist Mentality
Urban Planner +1.5% maximum population Weather Manipulation
Reinforced Bulwarks
Jeweller's Delight +2.5% gem production
-5% self spell cost
Master of Resources
Reinforced Bulwarks
WaveHack's Expertise +3 Boat capacity
-5% construction platinum cost
-10% construction lumber cost
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% casualties
+7.5% prestige gains
Ross' Benevolence
Rations
Reinforced Bulwarks +30% Harbor investment bonus
+30% Spires investment bonus
Urban Planner
Jeweller's Delight
Tributary System
Spy Network +1 spy strength recovery per hour WaveHack's Expertise
Tributary System
Battle Commanders
Field Surgery -7.5% casualties
+0.75% maximum population
WaveHack's Expertise
Ares' Favor +2.5% offensive power Surveyor's Sense
Bunk Beds
Public Baths
Rations +2 population from barren land
-2.5% food consumption
Visionary Expansionist
Survivalist Mentality
Public Baths
Tributary System +60% food production from prestige Reinforced Bulwarks
Spy Network
Centralized Intelligence
Battle Commanders -7.5% 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 -20% spy cost Tributary System
Military Culture
Carpenter's Knowhow -5% construction platinum cost Battle Commanders
Bunk Beds
Military Culture
Surveyor's Insight
Ancestral Knowledge -25% racial spell cost Public Baths
Surveyor's Insight
Military Culture +7.5% 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% casualties none


The full tech tree looks like this:

File:Tech Tree Visualised.gif

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 50 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.

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.