Teching

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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 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, Bankers 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, Master of Efficiency, Sleeper Agents
Master of Efficiency -2% military training cost Midas's Bargain, Explorer's Instinct
Explorer's Instinct -5% exploring platinum cost Master of Efficiency, Sneaky Spies, Industrial Machinery
Sneaky Spies +10% resources gained from theft, -10% spies lost on failed operations Explorer's Instinct, Frugal Foragers, Pastoral Planner
Frugal Foragers -2.5% food consumption Sneaky Spies

Mana Pools

Mana Pools -10% cost of spells Frugal Foragers

Explorer's Luck

Explorer's Intuition

Explorer's Luck -2 draftee per acre explore cost (min 6) none
Surplus Management -12.5% food decay

-12.5% lumber rot

-12.5% mana drain

Granaries

Banker's Friend

Banker's Friend +10% better exchange rates Planar Emissaries

Surplus Management

Prefabrication

Prefabrication -5% construction platinum cost Banker's Friend

Miser's Grasp

Miser's Grasp -20% resources lost to theft Aquaponics

Prefabrication

Sleeper Agents +1% max population

-12.5% spy losses on failed operations

Midas's Bargain

Dark Artistry

Industrial Machinery +5% lumber production

+5% ore production

Explorer's Instinct

Dark Artistry

Pastoral Planner +1.5% maximum population Sneaky Spies

Preservationist

Maelstrom

Preservationist -25% food decay

-25% lumber rot

-25% mana drain

Pastoral Planner

Explorer's Intuition

Explorer's Intuition -5% exploring platinum cost Mana Pools

Preservationist

Architects Touch

Fearless Adventurers

Architects Touch -2.5% construction platinum cost Explorer's Luck

Explorer's Intuition

Arcane Bloodlines

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 +5% refund when destroying buildings

+7.5% lumber production

Dark Pact
Dark Pact +7.5% mana production

+5% wizard power

Urg Smash Technique

Miser's Grasp

Dark Artistry +2 spy strength per hour

+2 wizard strength per hour

Sleeper Agents

Industrial Machinery

Maelstrom +15% cyclone damage Pastoral Planner

Master of Strategy

Explorer's Guile -1 draftee per acre explore cost (min 6)

-7.5% exploring platinum cost

Night Watch
Fearless Adventurers -50% morale drop when exploring Explorer's Intuition

Architect's Flourish

Arcane Bloodlines -5% cost of spies

-15% cost of wizards

Architect's Touch

Wizard Nexus

Shipwright's Ingenuity -7.5% boat production Miner's Spirit

Trick of the Light

Lumberjack's Devotion

Trick of the Light Fools Gold protects ore and lumber 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
Master of Strategy -2% military training cost Maelstrom
Night Watch -20% draftees lost in assassination attempts

-20% wizards lost in assassination attempts

-20% enemy disband spies damage

Explorer's Guile

Architect's Flourish

Architect's Flourish -7.5% construction platinum cost Fearless Adventurers

Wizard Nexus

Wizard Nexus +1 wizard strength per hour Arcane Bloodlines

Architect's Flourish

Ross' Benevolence

Lumberjack's Devotion -5% construction lumber cost

-15% lumber rot

Shipwright's Ingenuity

Weather Manipulation

Urban Planner

Weather Manipulation -10% enemy lightning bolt damage

+2.5% food production

Lumberjack's Devotion

Master of Resources

Master of Resources -2% military training cost Weather Manipulation

Jeweller's Delight

Avatar of Ares +2.5% offensive power

+7.5% wizard power

Surveyor's Sense
Master of Discipline -2% military training cost Visionary Expansionist

Siege Weaponry

Visionary Expansionist +1% max population

+15% population growth

Master of Discipline

Ross' Benevolence

Ross' Benevolence -1% platinum tax from Royal Guard Wizard Nexus

Visionary Expansionist

Survivalist Mentality

Urban Planner +1.5% max population Lumberjack's Devotion

Reinforced Bulwarks

Jeweller's Delight +2.5% gem production

-5% cost of self spells

Master of Resources

Reinforced Bulwarks

Carpenter's Expertise -5% construction platinum cost

-5% construction lumber cost

Military Culture

Wavehacker

Surveyor's Sense -12.5% rezoning platinum cost Avatar of Ares

Ares' Favor

Siege Weaponry +40% fewer casualties when attacking wonders Master of Discipline

Rations

Survivalist Mentality +5% fewer casualties

+5% increased prestige gains

Ross' Benevolence

Rations

Reinforced Bulwarks +30% harbors investment

+30% towers investment

Urban Planner

Jeweller's Delight

Spy Network

Military Culture +10% increased prestige gains Carpenter's Expertise

Spy Network

Battle Commanders

Wavehacker +5 Boat Capacity

+5% fewer casualties

Carpenter'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

Siege Weaponry

Survivalist Mentality

Public Baths

Spy Network +1 spy strength per hour Reinforced Bulwarks

Military Culture

Centralized Intelligence

Battle Commanders +7.5% fewer casualties Military Culture

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

Spy Network

Surveyor's Insight

Carpenter's Knowhow -2.5% construction platinum cost Battle Commanders

Bunk Beds

Surveyor's Insight

Carpenter's Touch

Ancestral Knowledge -15% cost of racial spell Public Baths

Carpenter's Touch

Surveyor's Insight -7.5% rezoning platinum cost Centralized Intelligence

Carpenter's Knowhow

Battle Tactics

Carpenter's Touch -5% construction lumber cost Carpenter's Knowhow

Ancestral Knowledge

Battle Tactics

Battle Tactics +5% fewer casualties none

The full tech tree looks like this:

File:Tech Tree Visualised.gif

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%.

Formulas

Tech Cost

Research points must be spent to obtain techs. The formula for tech cost is as follows:

MAX(3780, ([maximum acres achieved] * 6.4))

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.

Invasion RPs

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

Conquered Acres * 17

This includes both acres that you directly take from your target and the generated acres.

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