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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 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.  
+
'''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).
 
 
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. Some recommended races are:
+
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]]
Line 16: Line 12:
 
== Building Selection ==
 
== Building Selection ==
  
Teching requires the construction of [[Schools]]. Schools produce research points based on their total percentage of land:
+
Teching requires the construction of [[Schools]]. The number of Research Points produced is calculated by a formula:
 +
 
 +
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 ==
Line 26: Line 24:
 
! Advancement
 
! Advancement
 
! Bonus
 
! Bonus
! Prerequisites (only 1 required)
+
! Prerequisites  
 
|-
 
|-
| style="vertical-align: top;" | Granaries
+
| style="vertical-align: top;" | Commander's Insight
| style="vertical-align: top;" | +2.5% food production
+
| style="vertical-align: top;" | -10% offensive casualties
 
| style="vertical-align: top;" | ''none''
 
| style="vertical-align: top;" | ''none''
 
|-
 
|-
| style="vertical-align: top;" | Planar Emissaries
+
| style="vertical-align: top;" | Tactician
| style="vertical-align: top;" | +7.5% mana production
+
| style="vertical-align: top;" | -10% defensive casualties
| style="vertical-align: top;" | Granaries
+
| style="vertical-align: top;" | ''none''
 
 
Green Thumb
 
 
 
Banker's Friend
 
 
|-
 
|-
| style="vertical-align: top;" | Green Thumb
+
| style="vertical-align: top;" | Military Genius
| style="vertical-align: top;" | +5% lumber production
+
| style="vertical-align: top;" | +5% attack power
| style="vertical-align: top;" | Planar Emissaries
+
| style="vertical-align: top;" | Commander's Insight, Tactician
 
 
Aquaponics
 
 
|-
 
|-
| style="vertical-align: top;" | Aquaponics
+
| style="vertical-align: top;" | Caravan Leader
| style="vertical-align: top;" | +7.5% food production
+
| style="vertical-align: top;" | -5% exploring platinum cost
 
+
| style="vertical-align: top;" | ''none''
-10% enemy fireball damage
 
| style="vertical-align: top;" | Green Thumb
 
 
 
Midas's Bargain
 
 
 
Miser's Grasp
 
 
|-
 
|-
| style="vertical-align: top;" | Midas's Bargain
+
| style="vertical-align: top;" | Explorer's Intuition
| style="vertical-align: top;" | +2.5% platinum production
+
| style="vertical-align: top;" | -1 draftee per acre explore cost (minimum 3)
| style="vertical-align: top;" | Aquaponics
+
| style="vertical-align: top;" | ''none''
 
 
Industrial Machinery
 
 
 
Sleeper Agents
 
 
|-
 
|-
| style="vertical-align: top;" | Industrial Machinery
+
| style="vertical-align: top;" | Explorer's Luck
| style="vertical-align: top;" | +5% lumber production
+
| 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
+5% ore production
 
| style="vertical-align: top;" | Midas's Bargain
 
 
 
Siege Weaponry
 
 
|-
 
|-
| style="vertical-align: top;" | Siege Weaponry
+
| style="vertical-align: top;" | Sleight of Hand
| style="vertical-align: top;" | +20% wonder damage
+
| style="vertical-align: top;" | -10% spy losses on failed operations
| style="vertical-align: top;" | Industrial Machinery
+
| style="vertical-align: top;" | ''none''
 
 
Sneaky Spies
 
 
 
Explorer's Instinct
 
 
|-
 
|-
| style="vertical-align: top;" | Sneaky Spies
+
| style="vertical-align: top;" | Darkness Walker
| style="vertical-align: top;" | -15% spy losses on failed operations
+
| style="vertical-align: top;" | -20% cost of spies  
 
+
| style="vertical-align: top;" | ''none''
+10% resources gained from theft
 
| style="vertical-align: top;" | Siege Weaponry
 
 
 
Arcane Bloodlines
 
 
 
Wizard Nexus
 
|-
 
| style="vertical-align: top;" | Arcane Bloodlines
 
| style="vertical-align: top;" | -5% cost of spies
 
 
 
-15% cost of wizards
 
| style="vertical-align: top;" | Sneaky Spies
 
 
 
Frugal Foragers
 
 
|-
 
|-
| style="vertical-align: top;" | Frugal Foragers
+
| style="vertical-align: top;" | Spy Master
| style="vertical-align: top;" | -2.5% food consumption
+
| style="vertical-align: top;" | +1 spy strength recover per hour
| style="vertical-align: top;" | Arcane Bloodlines
+
| style="vertical-align: top;" | Sleight of Hand, Darkness Walker
 
 
Reforestation
 
 
 
Explorer's Intuition
 
 
|-
 
|-
| style="vertical-align: top;" | Reforestation
+
| style="vertical-align: top;" | Magician's Apprentice
| style="vertical-align: top;" | -10% construction lumber cost
+
| style="vertical-align: top;" | -10% cost of spells
 
| style="vertical-align: top;" | ''none''
 
| style="vertical-align: top;" | ''none''
 
|-
 
|-
| style="vertical-align: top;" | Surplus Management
+
| style="vertical-align: top;" | Magician's Awe
| style="vertical-align: top;" | -10% food decay
+
| style="vertical-align: top;" | -20% cost of wizards
 
+
| style="vertical-align: top;" | ''none''
-10% lumber rot
 
 
 
-10% mana drain
 
| style="vertical-align: top;" | Granaries
 
 
 
Miner's Spirit
 
 
 
Banker's Friend
 
 
|-
 
|-
| style="vertical-align: top;" | Banker's Friend
+
| style="vertical-align: top;" | Master of Magi
| style="vertical-align: top;" | +15% better exchange rates
+
| style="vertical-align: top;" | +1 wizard strength recovery per hour
| style="vertical-align: top;" | Planar Emissaries
+
| style="vertical-align: top;" | Magician's Apprentice, Magician's Awe
 
 
Surplus Management
 
 
 
Ancient Mines
 
 
 
Prefabrication
 
 
|-
 
|-
| style="vertical-align: top;" | Prefabrication
+
| style="vertical-align: top;" | Farmer's Growth
| style="vertical-align: top;" | -5% construction platinum cost
+
| style="vertical-align: top;" | +10% food production
| style="vertical-align: top;" | Banker's Friend
+
| style="vertical-align: top;" | ''none''
 
 
Miser's Grasp
 
 
|-
 
|-
| style="vertical-align: top;" | Miser's Grasp
+
| style="vertical-align: top;" | Miner's Refining
| style="vertical-align: top;" | -25% resources lost to theft
+
| style="vertical-align: top;" | +5% gem production
| style="vertical-align: top;" | Aquaponics
+
| style="vertical-align: top;" | ''none''
 
 
Prefabrication
 
|-
 
| style="vertical-align: top;" | Sleeper Agents
 
| style="vertical-align: top;" | -7.5% spy losses on failed operations
 
 
 
+1% maximum population
 
| style="vertical-align: top;" | Midas's Bargain
 
 
 
Master of Efficiency
 
|-
 
| style="vertical-align: top;" | Explorer's Instinct
 
| style="vertical-align: top;" | -2.5% exploring platinum cost
 
 
 
-2.5% construction platinum cost
 
| style="vertical-align: top;" | Siege Weaponry
 
 
 
Master of Efficiency
 
 
|-
 
|-
| style="vertical-align: top;" | Wizard Nexus
+
| style="vertical-align: top;" | Banker's Foresight
| style="vertical-align: top;" | +1 wizard strength per hour
 
| style="vertical-align: top;" | Sneaky Spies
 
 
 
Preservationist
 
 
 
Pastoral Planner
 
|-
 
| style="vertical-align: top;" | Preservationist
 
| style="vertical-align: top;" | -15% food decay
 
 
 
-15% lumber rot
 
 
 
-15% mana drain
 
| style="vertical-align: top;" | Wizard Nexus
 
 
 
Explorer's Intuition
 
|-
 
| style="vertical-align: top;" | Explorer's Intuition
 
| style="vertical-align: top;" | -2.5% exploring platinum cost
 
 
 
-1 draftee per acre explore cost (min 6)
 
| style="vertical-align: top;" | Frugal Foragers
 
 
 
Preservationist
 
 
 
Architect's Touch
 
 
 
Fearless Adventurers
 
|-
 
| style="vertical-align: top;" | Architect's Touch
 
| style="vertical-align: top;" | -2.5% construction platinum cost
 
| style="vertical-align: top;" | Reforestation
 
 
 
Explorer's Intuition
 
 
 
Mana Pools
 
|-
 
| style="vertical-align: top;" | Miner's Spirit
 
| style="vertical-align: top;" | +5% ore production
 
| style="vertical-align: top;" | Surplus Management
 
 
 
Shipwright's Ingenuity
 
|-
 
| style="vertical-align: top;" | Ancient Mines
 
| style="vertical-align: top;" | +2.5% gem production
 
| style="vertical-align: top;" | Banker's Friend
 
 
 
Trick of the Light
 
|-
 
| style="vertical-align: top;" | Urg Smash Technique
 
| style="vertical-align: top;" | +7.5% lumber production
 
 
 
+7.5% refund when destroying buildings
 
| style="vertical-align: top;" | Dark Pact
 
|-
 
| style="vertical-align: top;" | Dark Pact
 
| style="vertical-align: top;" | +5% wizard power
 
 
 
+7.5% mana production
 
| style="vertical-align: top;" | Urg Smash Technique
 
 
 
Miser's Grasp
 
|-
 
| style="vertical-align: top;" | Master of Efficiency
 
| style="vertical-align: top;" | -1.75% military training cost
 
| style="vertical-align: top;" | Sleeper Agents
 
 
 
Explorer's Instinct
 
|-
 
| style="vertical-align: top;" | Pastoral Planner
 
| style="vertical-align: top;" | +1.5% maximum population
 
| style="vertical-align: top;" | Wizard Nexus
 
 
 
Menace
 
|-
 
| style="vertical-align: top;" | Explorer's Guile
 
| style="vertical-align: top;" | -7.5% exploring platinum cost
 
 
 
-2 draftee per acre explore cost (min 6)
 
| style="vertical-align: top;" | Architect's Flourish
 
|-
 
| style="vertical-align: top;" | Fearless Adventurers
 
| style="vertical-align: top;" | -50% exploring morale drop
 
| style="vertical-align: top;" | Explorer's Intuition
 
 
 
Anti-Magic Sigils
 
|-
 
| style="vertical-align: top;" | Mana Pools
 
| style="vertical-align: top;" | -10% cost of spells
 
| style="vertical-align: top;" | Architect's Touch
 
 
 
Night Watch
 
|-
 
| style="vertical-align: top;" | Shipwright's Ingenuity
 
| style="vertical-align: top;" | +12.5% boat production
 
| style="vertical-align: top;" | Miner's Spirit
 
 
 
Trick of the Light
 
 
 
Weather Manipulation
 
|-
 
| style="vertical-align: top;" | Trick of the Light
 
| style="vertical-align: top;" | +1 Fool's Gold protects ore/lumber/mana
 
| style="vertical-align: top;" | Ancient Mines
 
 
 
Shipwright's Ingenuity
 
 
 
Opulence
 
|-
 
| style="vertical-align: top;" | Opulence
 
| style="vertical-align: top;" | +2.5% gem production
 
 
 
+7.5% ore production
 
| style="vertical-align: top;" | Trick of the Light
 
 
 
Midas's Fountain
 
|-
 
| style="vertical-align: top;" | Midas's Fountain
 
 
| style="vertical-align: top;" | +5% platinum production
 
| style="vertical-align: top;" | +5% platinum production
| style="vertical-align: top;" | Opulence
+
| style="vertical-align: top;" | Farmer's Growth, Miner's Refining
 
|-
 
|-
| style="vertical-align: top;" | Menace
+
| style="vertical-align: top;" | Mason's Art
| style="vertical-align: top;" | +1 mana production per tower
+
| style="vertical-align: top;" | -10% construction platinum costs
 
+
| style="vertical-align: top;" | ''none''
+2 mana production per tower for each war relation (max 2)
 
| style="vertical-align: top;" | Pastoral Planner
 
 
|-
 
|-
| style="vertical-align: top;" | Architect's Flourish
+
| style="vertical-align: top;" | Forester's Touch
| style="vertical-align: top;" | -7.5% construction platinum cost
+
| style="vertical-align: top;" | -10% rezoning costs
| style="vertical-align: top;" | Explorer's Guile
+
| style="vertical-align: top;" | ''none''
 
 
Anti-Magic Sigils
 
 
|-
 
|-
| style="vertical-align: top;" | Anti-Magic Sigils
+
| style="vertical-align: top;" | Urban Planner
| style="vertical-align: top;" | -1 black op spell duration
+
| style="vertical-align: top;" | +2% population maximum
| style="vertical-align: top;" | Fearless Adventurers
+
| style="vertical-align: top;" | Mason's Art, Forester's Touch
 
 
Night Watch
 
|-
 
| style="vertical-align: top;" | Night Watch
 
| style="vertical-align: top;" | -25% draftees lost in assassination attempts
 
 
 
-25% wizards lost in assassination attempts
 
 
 
-25% enemy disband spies damage
 
| style="vertical-align: top;" | Mana Pools
 
 
 
Anti-Magic Sigils
 
 
 
Ross' Benevolence
 
 
|-
 
|-
| style="vertical-align: top;" | Weather Manipulation
+
| style="vertical-align: top;" | Fruits of Labor
| style="vertical-align: top;" | +2.5% food production
+
| style="vertical-align: top;" | +20% lumber, +20% ore and +10% gem production
 
+
| style="vertical-align: top;" | Banker's Foresight, Urban Planner
-12.5% enemy lightning bolt damage
 
| style="vertical-align: top;" | Shipwright's Ingenuity
 
 
 
Lumberjack's Devotion
 
 
 
Urban Planner
 
 
|-
 
|-
| style="vertical-align: top;" | Lumberjack's Devotion
+
| style="vertical-align: top;" | Dark Artistry
| style="vertical-align: top;" | -20% lumber rot
+
| style="vertical-align: top;" | +3 recovery of both wizard and spy strengths per hour
 
+
| style="vertical-align: top;" | Spy Master, Master of Magi
-10% construction lumber cost
 
| style="vertical-align: top;" | Weather Manipulation
 
 
 
Master of Resources
 
 
|-
 
|-
| style="vertical-align: top;" | Master of Resources
+
| style="vertical-align: top;" | Urban Mastery
| style="vertical-align: top;" | -1.75% military training cost
+
| style="vertical-align: top;" | +6% population maximum
| style="vertical-align: top;" | Lumberjack's Devotion
+
| style="vertical-align: top;" | Urban Planner, Explorer's Luck
 
 
Jeweller's Delight
 
 
|-
 
|-
| style="vertical-align: top;" | Avatar of Ares
+
| style="vertical-align: top;" | Treasure Hunt
| style="vertical-align: top;" | +2.5% offensive power
+
| style="vertical-align: top;" | +12.5% platinum production
 
+
| style="vertical-align: top;" | Spy Master, Banker's Foresight
+7.5% wizard power
 
| style="vertical-align: top;" | Surveyor's Sense
 
 
|-
 
|-
| style="vertical-align: top;" | Master of Discipline
+
| style="vertical-align: top;" | Magical Weaponry
| style="vertical-align: top;" | -1.75% military training cost
+
| style="vertical-align: top;" | +10% attack power, +15% wizard strength
| style="vertical-align: top;" | Dark Artistry
+
| style="vertical-align: top;" | Master of Magi, Military Genius
 
 
Visionary Expansionist
 
|-
 
| style="vertical-align: top;" | Dark Artistry
 
| style="vertical-align: top;" | +1 spy strength per hour
 
 
 
+1 wizard strength per hour
 
| style="vertical-align: top;" | Master of Discipline
 
 
 
Ross' Benevolence
 
|-
 
| style="vertical-align: top;" | Ross' Benevolence
 
| style="vertical-align: top;" | -1% platinum tax from Royal Guard
 
| style="vertical-align: top;" | Night Watch
 
 
 
Dark Artistry
 
 
 
Survivalist Mentality
 
 
|-
 
|-
| style="vertical-align: top;" | Urban Planner
+
| style="vertical-align: top;" | Conqueror's Crafts
| style="vertical-align: top;" | +1.5% maximum population
+
| style="vertical-align: top;" | -30% construction and rezoning platinum costs
| style="vertical-align: top;" | Weather Manipulation
+
| style="vertical-align: top;" | Military Genius, Urban Planner
 
 
Reinforced Bulwarks
 
 
|-
 
|-
| style="vertical-align: top;" | Jeweller's Delight
 
| style="vertical-align: top;" | +2.5% gem production
 
 
-5% cost of self spells
 
 
| style="vertical-align: top;" | Master of Resources
 
| style="vertical-align: top;" | Master of Resources
 
+
| style="vertical-align: top;" | -10% military training cost (no ore reduction for Gnomes)
Reinforced Bulwarks
+
| style="vertical-align: top;" | Explorer's Luck, Banker's Foresight
 
|-
 
|-
| style="vertical-align: top;" | WaveHack's Expertise
+
| style="vertical-align: top;" | Tactical Battle
| style="vertical-align: top;" | -5% construction platinum cost
+
| style="vertical-align: top;" | -25% offensive and defensive casualties
 
+
| style="vertical-align: top;" | Spy Master, Military Genius
-5% construction lumber cost
 
 
 
+3 boat capacity
 
| style="vertical-align: top;" | Spy Network
 
 
 
Field Surgery
 
 
|-
 
|-
| style="vertical-align: top;" | Surveyor's Sense
+
| style="vertical-align: top;" | Enchanted Lands
| style="vertical-align: top;" | -12.5% rezoning platinum cost
+
| style="vertical-align: top;" | -20% exploring cost, +15% mana production
| style="vertical-align: top;" | Avatar of Ares
+
| style="vertical-align: top;" | Master of Magi, Explorer's Luck
 
 
Ares' Favor
 
 
|-
 
|-
| style="vertical-align: top;" | Visionary Expansionist
+
|}
| style="vertical-align: top;" | +1% maximum population
 
  
+15% population growth
+
The full tech tree looks like this:  
| style="vertical-align: top;" | Master of Discipline
 
  
Rations
+
[[File:Tech_Tree_Visualised.gif]]
|-
 
| style="vertical-align: top;" | Survivalist Mentality
 
| style="vertical-align: top;" | +5% fewer casualties
 
  
+7.5% increased prestige gains
+
== General Information ==
| style="vertical-align: top;" | Ross' Benevolence
 
  
Rations
+
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 %.
|-
 
| style="vertical-align: top;" | Reinforced Bulwarks
 
| style="vertical-align: top;" | +30% bonus to harbor investment
 
  
+30% bonus to towers investment
+
== Formulas ==
| style="vertical-align: top;" | Urban Planner
 
  
Jeweller's Delight
+
=== Tech Cost ===
  
Tributary System
+
Research points must be spent to obtain techs. The formula for tech cost is as follows:
|-
 
| style="vertical-align: top;" | Spy Network
 
| style="vertical-align: top;" | +1 spy strength per hour
 
| style="vertical-align: top;" | WaveHack's Expertise
 
  
Tributary System
+
<code>MAX(3780, ([maximum acres achieved] * 6.4))</code>
  
Battle Commanders
+
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.
|-
 
| style="vertical-align: top;" | Field Surgery
 
| style="vertical-align: top;" | +0.75% maximum population
 
  
+7.5% fewer casualties
+
=== Invasion RPs ===
| style="vertical-align: top;" | WaveHack's Expertise
 
|-
 
| style="vertical-align: top;" | Ares' Favor
 
| style="vertical-align: top;" | +2.5% offensive power
 
| style="vertical-align: top;" | Surveyor's Sense
 
 
 
Bunk Beds
 
 
 
Public Baths
 
|-
 
| style="vertical-align: top;" | Rations
 
| style="vertical-align: top;" | -2.5% food consumption
 
 
 
+2 population from barren land
 
| style="vertical-align: top;" | Visionary Expansionist
 
 
 
Survivalist Mentality
 
  
Public Baths
+
Players may also obtain research points by attacking. The formula for gaining research points through invasion is as follows:
|-
 
| style="vertical-align: top;" | Tributary System
 
| style="vertical-align: top;" | +60% food production from prestige
 
| style="vertical-align: top;" | Reinforced Bulwarks
 
  
Spy Network
+
<code>Conquered Acres * 17</code>
  
Centralized Intelligence
+
This includes both acres that you directly take from your target and the generated acres.
|-
 
| style="vertical-align: top;" | Battle Commanders
 
| style="vertical-align: top;" | +7.5% fewer casualties
 
| style="vertical-align: top;" | Spy Network
 
 
 
Carpenter's Knowhow
 
|-
 
| style="vertical-align: top;" | Bunk Beds
 
| style="vertical-align: top;" | +2 barracks housing
 
| style="vertical-align: top;" | Ares' Favor
 
 
 
Carpenter's Knowhow
 
|-
 
| style="vertical-align: top;" | Public Baths
 
| style="vertical-align: top;" | +30% population growth
 
| style="vertical-align: top;" | Ares' Favor
 
 
 
Rations
 
 
 
Ancestral Knowledge
 
|-
 
| style="vertical-align: top;" | Centralized Intelligence
 
| style="vertical-align: top;" | -15% cost of spies
 
 
 
-5% cost of wizards
 
| style="vertical-align: top;" | Tributary System
 
 
 
Military Culture
 
|-
 
| style="vertical-align: top;" | Carpenter's Knowhow
 
| style="vertical-align: top;" | -2.5% construction platinum cost
 
| style="vertical-align: top;" | Battle Commanders
 
 
 
Bunk Beds
 
 
 
Military Culture
 
 
 
Surveyor's Insight
 
|-
 
| style="vertical-align: top;" | Ancestral Knowledge
 
| style="vertical-align: top;" | -25% cost of racial spells
 
| style="vertical-align: top;" | Public Baths
 
 
 
Surveyor's Insight
 
|-
 
| style="vertical-align: top;" | Military Culture
 
| style="vertical-align: top;" | +5% increased prestige gains
 
| style="vertical-align: top;" | Centralized Intelligence
 
 
 
Carpenter's Knowhow
 
 
 
Battle Tactics
 
|-
 
| style="vertical-align: top;" | Surveyor's Insight
 
| style="vertical-align: top;" | -7.5% rezoning platinum cost
 
| style="vertical-align: top;" | Carpenter's Knowhow
 
 
 
Ancestral Knowledge
 
 
 
Battle Tactics
 
|-
 
| style="vertical-align: top;" | Battle Tactics
 
| style="vertical-align: top;" | +5% fewer casualties
 
| style="vertical-align: top;" | ''none''
 
|-
 
|}
 
 
 
The full tech tree looks like this:
 
 
 
[[File:Tech_Tree_Visualised.gif]]
 
 
 
== General Information ==
 
 
 
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 ===
 
=== Pros ===
Line 539: Line 167:
  
 
=== Cons ===
 
=== Cons ===
* Slow; Techers make very little impact throughout the round, often coming up from below for Attacking or Converting strategies.
+
* Very few, if any winners from teching
* 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.
+
* Slow; Techers make very little impact throughout the round  
  
 
=== Recommendations ===
 
=== Recommendations ===
* Great for Converters and slower styles.
+
* Great for Converters
 
* Inexperienced players
 
* 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.
 

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