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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.  
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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).
 
 
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:
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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]]. Schools produce research points based on their total percentage of land:
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Teching requires the construction of [[Schools]]. The number of Research Points produced is calculated by a formula:
  
  Schools produce (1 - (Schools / Total Land)) research points per hour (minimum of 0.5).
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  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/mana
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| style="vertical-align: top;" | +1 Fool's Gold protects ore/lumber
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-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, 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%.
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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 ==
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=== Tech Cost ===
  
=== Pros ===
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Tech cost for research points is a flat 10,000 research points per tech. Plus at least one of any prerequired techs.
* Great efficiency can be enjoyed late round
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* Allows less experienced players to compete effectively late round
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=== Invasion RPs ===
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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.
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  Final RP<sub>t < 60%</sub> = 0
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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)
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and then the additional modifiers will be applied.
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When the target is greater than or equal to 60% and less than 75%, the base RP gain is halved.
  
=== Cons ===
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  RP<sub>60% ≤ t < 75%</sub> = BaseRP * 0.5
* 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 ===
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  FinalRP<sub>60% ≤ t < 75%</sub> = RP<sub>60% ≤ t < 75%</sub> * (1 + WonderBonusPercentage) * (1 + RacialBonusPercentage)
* Great for Converters and slower styles.
 
* Inexperienced players
 
  
== Formulas ==
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When the target is greater than or equal to 75%, the attacker's schools are taken into account before wonder and racial bonuses.
  
=== Tech Cost ===
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  BaseSchoolBonus = (130 * Min (SchoolPercentage, SchoolPercentageCap)) * 100
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where SchoolPercentage is the attacker's percentage and SchoolPercentageCap is 20%.
  
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.
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  SchoolModifier = 1 – Min (0.75, Max (0, NumberOfRecentInvasions – 2) * 0.15)
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where NumberOfRecentInvasions is the number of times the target has been invaded in the last 72 hours, excluding when the target overwhelmed the attacker.
  
The base cost of each advancement is 2.5x highest land achieved and increases by 100 after each unlock (min 3750).
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  RP<sub>t ≥ 75%</sub> = BaseRP + (BaseSchoolBonus * SchoolModifier)
  
=== Invasion RPs ===
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  FinalRP<sub>t ≥ 75%</sub> = RP<sub>t ≥ 75%</sub> * (1 + WonderBonusPercentage) * (1 + RacialBonusPercentage)
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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.
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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.
  
{| class="wikitable"
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=== Pros ===
|+ Research Points Gained
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* Great efficiency can be enjoyed late round
|-
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* Allows less experienced players to compete effectively late round
! Target Range !! RP
 
|-
 
| range < 60% || 0
 
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| 60% <= range < 75% || 375 OR 2.5x Land Conquered (whichever is higher)
 
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| 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.
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=== Cons ===
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* Very few, if any winners from teching
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* Slow; Techers make very little impact throughout the round
  
Research points will arrive when the slowest unit sent on the invasion returns.
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=== Recommendations ===
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* Great for Converters
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* Inexperienced players

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