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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 |
+ | |||
+ | -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%. |
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+ | == Formulas == | ||
+ | |||
+ | === Tech Cost === | ||
− | === | + | 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 === | |
+ | |||
+ | The number of research points (RP) gained during a successful invasion is based on the day of the round, the attacker’s percentage of schools, the relative size of the target, and any wonder or racial bonuses. | ||
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+ | If the target is less than 60% the size of the attacker, no research points are gained. | ||
+ | |||
+ | Final RP<sub>t < 60%</sub> = 0 | ||
+ | |||
+ | If the target is 60% or greater, first the base RP gain is calculated as | ||
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+ | BaseRP = Max (1000, DayOfRound / 0.03) | ||
+ | |||
+ | and then the additional modifiers will be applied. | ||
+ | |||
+ | When the target is greater than or equal to 60% and less than 75%, the base RP gain is halved. | ||
− | = | + | RP<sub>60% ≤ t < 75%</sub> = BaseRP * 0.5 |
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− | * | ||
− | = | + | FinalRP<sub>60% ≤ t < 75%</sub> = RP<sub>60% ≤ t < 75%</sub> * (1 + WonderBonusPercentage) * (1 + RacialBonusPercentage) |
− | * | ||
− | * | ||
− | + | When the target is greater than or equal to 75%, the attacker's schools are taken into account before wonder and racial bonuses. | |
− | = | + | BaseSchoolBonus = (130 * Min (SchoolPercentage, SchoolPercentageCap)) * 100 |
+ | where SchoolPercentage is the attacker's percentage and SchoolPercentageCap is 20%. | ||
− | + | SchoolModifier = 1 – Min (0.75, Max (0, NumberOfRecentInvasions – 2) * 0.15) | |
+ | where NumberOfRecentInvasions is the number of times the target has been invaded in the last 72 hours, excluding when the target overwhelmed the attacker. | ||
− | + | RP<sub>t ≥ 75%</sub> = BaseRP + (BaseSchoolBonus * SchoolModifier) | |
− | = | + | FinalRP<sub>t ≥ 75%</sub> = RP<sub>t ≥ 75%</sub> * (1 + WonderBonusPercentage) * (1 + RacialBonusPercentage) |
+ | |||
− | + | FinalRP<sub>60% ≤ t < 75%</sub> and FinalRP<sub>t >= 75%</sub> are rounded to the nearest whole number and will return with the slowest unit sent on the invasion. | |
− | + | === 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 |