Difference between revisions of "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 [[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]]
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== 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 ==
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! Prerequisites (only 1 required)
 
! Prerequisites (only 1 required)
 
|-
 
|-
| style="vertical-align: top;" | Granaries
+
| style="vertical-align: top;" | Granaries
| style="vertical-align: top;" | +2.5% food production  
+
| style="vertical-align: top;" | +2.5% food production
 
| style="vertical-align: top;" | ''none''
 
| style="vertical-align: top;" | ''none''
 
|-
 
|-
| style="vertical-align: top;" | Planar Emissaries  
+
| style="vertical-align: top;" | Planar Emissaries
| style="vertical-align: top;" | +7.5% mana production  
+
| style="vertical-align: top;" | +7.5% mana production
| style="vertical-align: top;" | GranariesGreen Thumb,  Bankers Friend
+
| style="vertical-align: top;" | Granaries
 +
 
 +
Green Thumb
 +
 
 +
Banker's Friend
 
|-
 
|-
| style="vertical-align: top;" | Green Thumb  
+
| style="vertical-align: top;" | Green Thumb
| style="vertical-align: top;" | +5% lumber production  
+
| style="vertical-align: top;" | +5% lumber production
| style="vertical-align: top;" | Planar EmissariesAquaponics  
+
| style="vertical-align: top;" | Planar Emissaries
 +
 
 +
Aquaponics
 
|-
 
|-
| style="vertical-align: top;" | Aquaponics  
+
| style="vertical-align: top;" | Aquaponics
| style="vertical-align: top;" | +7.5% food production, -10% enemy fireball damage  
+
| style="vertical-align: top;" | +7.5% food production
| style="vertical-align: top;" | Green ThumbMidas's BargainMiser's Grasp  
+
 
 +
-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;" | Midas's Bargain
| style="vertical-align: top;" | +2.5% platinum production  
+
| style="vertical-align: top;" | +2.5% platinum production
| style="vertical-align: top;" | Aquaponics,  Master of Efficiency,  Sleeper Agents  
+
| style="vertical-align: top;" | Aquaponics
 +
 
 +
Industrial Machinery
 +
 
 +
Sleeper Agents
 
|-
 
|-
| style="vertical-align: top;" | Master of Efficiency
+
| style="vertical-align: top;" | Industrial Machinery
| style="vertical-align: top;" | -2% military training cost
+
| style="vertical-align: top;" | +5% lumber production
| style="vertical-align: top;" | Midas's Bargain,  Explorer's Instinct
+
 
 +
+5% ore production
 +
| style="vertical-align: top;" | Midas's Bargain
 +
 
 +
Siege Weaponry
 
|-
 
|-
| style="vertical-align: top;" | Explorer's Instinct
+
| style="vertical-align: top;" | Siege Weaponry
| style="vertical-align: top;" | -5% exploring platinum cost
+
| style="vertical-align: top;" | +20% wonder damage
| style="vertical-align: top;" | Master of Efficiency,  Sneaky Spies,  Industrial Machinery
+
| style="vertical-align: top;" | Industrial Machinery
 +
 
 +
Sneaky Spies
 +
 
 +
Explorer's Instinct
 
|-
 
|-
| style="vertical-align: top;" | Sneaky Spies  
+
| style="vertical-align: top;" | Sneaky Spies
| style="vertical-align: top;" | +10% resources gained from theft, -10% spies lost on failed operations
+
| style="vertical-align: top;" | -15% spy losses on failed operations
| style="vertical-align: top;" | Explorer's Instinct,  Frugal Foragers,  Pastoral Planner
+
 
 +
+10% resources gained from theft
 +
| style="vertical-align: top;" | Siege Weaponry
 +
 
 +
Arcane Bloodlines
 +
 
 +
Wizard Nexus
 
|-
 
|-
| style="vertical-align: top;" | Frugal Foragers  
+
| 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;" | -2.5% food consumption
 
| style="vertical-align: top;" | -2.5% food consumption
| style="vertical-align: top;" | Sneaky Spies,  Mana Pools
+
| style="vertical-align: top;" | Arcane Bloodlines
|-
+
 
| style="vertical-align: top;" | Mana Pools
+
Reforestation
| style="vertical-align: top;" | -10% cost of spells
+
 
| style="vertical-align: top;" | Frugal Foragers,  Explorer's Luck,  Explorer's Intuition  
+
Explorer's Intuition
 
|-
 
|-
| style="vertical-align: top;" | Explorer's Luck
+
| style="vertical-align: top;" | Reforestation
| style="vertical-align: top;" | -2 draftee per acre explore cost (min 6)
+
| style="vertical-align: top;" | -10% construction lumber cost
 
| style="vertical-align: top;" | ''none''
 
| style="vertical-align: top;" | ''none''
 
|-
 
|-
 
| style="vertical-align: top;" | Surplus Management
 
| style="vertical-align: top;" | Surplus Management
| style="vertical-align: top;" | -12.5% food decay, lumber rot, mana drain  
+
| style="vertical-align: top;" | -10% food decay
| style="vertical-align: top;" | GranariesBanker's Friend  
+
 
 +
-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;" | Banker's Friend
| style="vertical-align: top;" | +10% better exchange rates
+
| style="vertical-align: top;" | +15% better exchange rates
| style="vertical-align: top;" | Planar EmissariesSurplus ManagementPrefabrication  
+
| style="vertical-align: top;" | Planar Emissaries
 +
 
 +
Surplus Management
 +
 
 +
Ancient Mines
 +
 
 +
Prefabrication
 
|-
 
|-
| style="vertical-align: top;" | Prefabrication  
+
| style="vertical-align: top;" | Prefabrication
| style="vertical-align: top;" | -5% construction platinum cost  
+
| style="vertical-align: top;" | -5% construction platinum cost
| style="vertical-align: top;" | Banker's FriendMiser's Grasp  
+
| style="vertical-align: top;" | Banker's Friend
 +
 
 +
Miser's Grasp
 
|-
 
|-
| style="vertical-align: top;" | Miser's Grasp  
+
| style="vertical-align: top;" | Miser's Grasp
| style="vertical-align: top;" | -20% resources lost to theft  
+
| style="vertical-align: top;" | -25% resources lost to theft
| style="vertical-align: top;" | AquaponicsPrefabrication  
+
| style="vertical-align: top;" | Aquaponics
 +
 
 +
Prefabrication
 
|-
 
|-
| style="vertical-align: top;" | Sleeper Agents  
+
| style="vertical-align: top;" | Sleeper Agents
| style="vertical-align: top;" | +1% max population, -12.5% spy losses on failed operations  
+
| style="vertical-align: top;" | -7.5% spy losses on failed operations
| style="vertical-align: top;" | Midas's Bargain,  Dark Artistry
+
 
 +
+1% maximum population
 +
| style="vertical-align: top;" | Midas's Bargain
 +
 
 +
Master of Efficiency
 
|-
 
|-
| style="vertical-align: top;" | Industrial Machinery
+
| style="vertical-align: top;" | Explorer's Instinct
| style="vertical-align: top;" | +5% lumber production, ore production
+
| style="vertical-align: top;" | -2.5% exploring platinum cost
| style="vertical-align: top;" | Explorer's Instinct,  Dark Artistry
+
 
 +
-2.5% construction platinum cost
 +
| style="vertical-align: top;" | Siege Weaponry
 +
 
 +
Master of Efficiency
 
|-
 
|-
| style="vertical-align: top;" | Pastoral Planner
+
| style="vertical-align: top;" | Wizard Nexus
| style="vertical-align: top;" | +1.5% maximum population
+
| style="vertical-align: top;" | +1 wizard strength per hour
| style="vertical-align: top;" | Sneaky SpiesPreservationist,  Maelstrom
+
| style="vertical-align: top;" | Sneaky Spies
 +
 
 +
Preservationist
 +
 
 +
Pastoral Planner
 
|-
 
|-
| style="vertical-align: top;" | Preservationist  
+
| style="vertical-align: top;" | Preservationist
| style="vertical-align: top;" | +25% food decay, lumber rot, mana drain  
+
| style="vertical-align: top;" | -15% food decay
| style="vertical-align: top;" | Pastoral Planner,  Explorer's Intuition  
+
 
 +
-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;" | Explorer's Intuition
| style="vertical-align: top;" | -5% exploring platinum cost
+
| style="vertical-align: top;" | -2.5% exploring platinum cost
| style="vertical-align: top;" | Mana Pools,  Preservationist,  Architects TouchFearless Adventurers
+
 
 +
-1 draftee per acre explore cost (min 6)
 +
| style="vertical-align: top;" | Frugal Foragers
 +
 
 +
Preservationist
 +
 
 +
Architect's Touch
 +
 
 +
Fearless Adventurers
 
|-
 
|-
| style="vertical-align: top;" | Architects Touch  
+
| style="vertical-align: top;" | Architect's Touch
| style="vertical-align: top;" | -2.5% construction platinum cost  
+
| style="vertical-align: top;" | -2.5% construction platinum cost
| style="vertical-align: top;" | Explorer's Luck,  Explorer's Intuition,  Arcane Bloodlines
+
| style="vertical-align: top;" | Reforestation
 +
 
 +
Explorer's Intuition
 +
 
 +
Mana Pools
 
|-
 
|-
| style="vertical-align: top;" | Miner's Spirit  
+
| style="vertical-align: top;" | Miner's Spirit
| style="vertical-align: top;" | +5% ore production  
+
| style="vertical-align: top;" | +5% ore production
| style="vertical-align: top;" | Surplus ManagementShipwright's Ingenuity  
+
| style="vertical-align: top;" | Surplus Management
 +
 
 +
Shipwright's Ingenuity
 
|-
 
|-
| style="vertical-align: top;" | Ancient Mines  
+
| style="vertical-align: top;" | Ancient Mines
| style="vertical-align: top;" | +2.5% gem production  
+
| style="vertical-align: top;" | +2.5% gem production
| style="vertical-align: top;" | Banker's FriendTrick of the Light  
+
| style="vertical-align: top;" | Banker's Friend
 +
 
 +
Trick of the Light
 
|-
 
|-
| style="vertical-align: top;" | Urg Smash Technique  
+
| style="vertical-align: top;" | Urg Smash Technique
| style="vertical-align: top;" | +5% refund when destroying buildings, +7.5% lumber production
+
| style="vertical-align: top;" | +7.5% lumber production
| style="vertical-align: top;" | Dark Pact  
+
 
 +
+7.5% refund when destroying buildings
 +
| style="vertical-align: top;" | Dark Pact
 
|-
 
|-
| style="vertical-align: top;" | Dark Pact  
+
| style="vertical-align: top;" | Dark Pact
| style="vertical-align: top;" | +7.5% mana production, +5% wizard power
+
| style="vertical-align: top;" | +5% wizard power
| style="vertical-align: top;" | Urg Smash TechniqueMiser's Grasp  
+
 
 +
+7.5% mana production
 +
| style="vertical-align: top;" | Urg Smash Technique
 +
 
 +
Miser's Grasp
 
|-
 
|-
| style="vertical-align: top;" | Dark Artistry
+
| style="vertical-align: top;" | Master of Efficiency
| style="vertical-align: top;" | +2 spy strength/wiz strength per hour
+
| style="vertical-align: top;" | -1.75% military training cost
| style="vertical-align: top;" | Sleeper Agents,  Industrial Machinery
+
| style="vertical-align: top;" | Sleeper Agents
 +
 
 +
Explorer's Instinct
 
|-
 
|-
| style="vertical-align: top;" | Maelstrom
+
| style="vertical-align: top;" | Pastoral Planner
| style="vertical-align: top;" | +15% cyclone damage
+
| style="vertical-align: top;" | +1.5% maximum population
| style="vertical-align: top;" | Pastoral Planner,  Master of Strategy
+
| style="vertical-align: top;" | Wizard Nexus
 +
 
 +
Menace
 
|-
 
|-
| style="vertical-align: top;" | Explorer's Guile  
+
| style="vertical-align: top;" | Explorer's Guile
| style="vertical-align: top;" | -1 draftee per acre explore cost (min 6), -7.5% exploring platinum cost
+
| style="vertical-align: top;" | -7.5% exploring platinum cost
| style="vertical-align: top;" | Night Watch
+
 
 +
-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;" | Fearless Adventurers
| style="vertical-align: top;" | -50% morale drop when exploring
+
| style="vertical-align: top;" | -50% exploring morale drop
| style="vertical-align: top;" | Explorer's Intuition,  Architect's Flourish
+
| style="vertical-align: top;" | Explorer's Intuition
 +
 
 +
Anti-Magic Sigils
 
|-
 
|-
| style="vertical-align: top;" | Arcane Bloodlines
+
| style="vertical-align: top;" | Mana Pools
| style="vertical-align: top;" | -5% cost of spies, -15% cost of wizards
+
| style="vertical-align: top;" | -10% cost of spells
| style="vertical-align: top;" | Architect's Touch,  Wizard Nexus
+
| style="vertical-align: top;" | Architect's Touch
 +
 
 +
Night Watch
 
|-
 
|-
| style="vertical-align: top;" | Shipwright's Ingenuity  
+
| style="vertical-align: top;" | Shipwright's Ingenuity
| style="vertical-align: top;" | -7.5% boat production  
+
| style="vertical-align: top;" | +12.5% boat production
| style="vertical-align: top;" | Miner's SpiritTrick of the Light,  Lumberjack's Devotion
+
| 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;" | Trick of the Light
| style="vertical-align: top;" | Fools Gold protects ore and lumber  
+
| style="vertical-align: top;" | +1 Fool's Gold protects ore/lumber/mana
| style="vertical-align: top;" | Ancient MinesShipwright's IngenuityOpulence  
+
| style="vertical-align: top;" | Ancient Mines
 +
 
 +
Shipwright's Ingenuity
 +
 
 +
Opulence
 
|-
 
|-
| style="vertical-align: top;" | Opulence  
+
| style="vertical-align: top;" | Opulence
| style="vertical-align: top;" | +2.5% gem production, +7.5% ore production  
+
| style="vertical-align: top;" | +2.5% gem production
| style="vertical-align: top;" | Trick of the LightMidas's Fountain  
+
 
 +
+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;" | 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;" | Opulence
 
|-
 
|-
| style="vertical-align: top;" | Master of Strategy
+
| style="vertical-align: top;" | Menace
| style="vertical-align: top;" | -2% military training cost
+
| style="vertical-align: top;" | +1 mana production per tower
| style="vertical-align: top;" | Maelstrom
+
 
 +
+2 mana production per tower for each war relation (max 2)
 +
| style="vertical-align: top;" | Pastoral Planner
 
|-
 
|-
| style="vertical-align: top;" | Night Watch
+
| style="vertical-align: top;" | Architect's Flourish
| style="vertical-align: top;" | -20% draftees/wizards lost in assassination attempts, enemy disband spies damage
+
| style="vertical-align: top;" | -7.5% construction platinum cost
| style="vertical-align: top;" | Explorer's Guile,  Architect's Flourish
+
| style="vertical-align: top;" | Explorer's Guile
 +
 
 +
Anti-Magic Sigils
 
|-
 
|-
| style="vertical-align: top;" | Architect's Flourish
+
| style="vertical-align: top;" | Anti-Magic Sigils
| style="vertical-align: top;" | -7.5% construction platinum cost
+
| style="vertical-align: top;" | -1 black op spell duration
| style="vertical-align: top;" | Fearless Adventurers,  Wizard Nexus
+
| style="vertical-align: top;" | Fearless Adventurers
 +
 
 +
Night Watch
 
|-
 
|-
| style="vertical-align: top;" | Wizard Nexus
+
| style="vertical-align: top;" | Night Watch
| style="vertical-align: top;" | +1 wizard strength per hour
+
| style="vertical-align: top;" | -25% draftees lost in assassination attempts
| style="vertical-align: top;" | Arcane Bloodlines,  Architect's Flourish,  Ross' Benevolence  
+
 
 +
-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;" | Lumberjack's Devotion
+
| style="vertical-align: top;" | Weather Manipulation
| style="vertical-align: top;" | -5% construction lumber cost, -15% lumber rot
+
| style="vertical-align: top;" | +2.5% food production
| style="vertical-align: top;" | Shipwright's Ingenuity,  Weather Manipulation,  Urban Planner  
+
 
 +
-12.5% enemy lightning bolt damage
 +
| style="vertical-align: top;" | Shipwright's Ingenuity
 +
 
 +
Lumberjack's Devotion
 +
 
 +
Urban Planner
 
|-
 
|-
| style="vertical-align: top;" | Weather Manipulation
+
| style="vertical-align: top;" | Lumberjack's Devotion
| style="vertical-align: top;" | -10% enemy lightning bolt damage, +2.5% food production
+
| style="vertical-align: top;" | -20% lumber rot
| style="vertical-align: top;" | Lumberjack's Devotion,  Master of Resources  
+
 
 +
-10% construction lumber cost
 +
| style="vertical-align: top;" | Weather Manipulation
 +
 
 +
Master of Resources
 
|-
 
|-
| style="vertical-align: top;" | Master of Resources  
+
| style="vertical-align: top;" | Master of Resources
| style="vertical-align: top;" | -2% military training cost  
+
| style="vertical-align: top;" | -1.75% military training cost
| style="vertical-align: top;" | Weather Manipulation,  Jeweller's Delight
+
| style="vertical-align: top;" | Lumberjack's Devotion
 +
 
 +
Jeweller's Delight
 
|-
 
|-
| style="vertical-align: top;" | Avatar of Ares  
+
| style="vertical-align: top;" | Avatar of Ares
| style="vertical-align: top;" | +2.5% offensive power, +7.5% wizard power  
+
| style="vertical-align: top;" | +2.5% offensive power
| style="vertical-align: top;" | Surveyor's Sense  
+
 
 +
+7.5% wizard power
 +
| style="vertical-align: top;" | Surveyor's Sense
 
|-
 
|-
| style="vertical-align: top;" | Master of Discipline  
+
| style="vertical-align: top;" | Master of Discipline
| style="vertical-align: top;" | -2% military training cost  
+
| style="vertical-align: top;" | -1.75% military training cost
| style="vertical-align: top;" | Visionary Expansionist,  Siege Weaponry
+
| style="vertical-align: top;" | Dark Artistry
 +
 
 +
Visionary Expansionist
 
|-
 
|-
| style="vertical-align: top;" | Visionary Expansionist
+
| style="vertical-align: top;" | Dark Artistry
| style="vertical-align: top;" | +1% max population, +15% population growth
+
| style="vertical-align: top;" | +1 spy strength per hour
| style="vertical-align: top;" | Master of DisciplineRoss' Benevolence  
+
 
 +
+1 wizard strength per hour
 +
| style="vertical-align: top;" | Master of Discipline
 +
 
 +
Ross' Benevolence
 
|-
 
|-
| style="vertical-align: top;" | Ross' Benevolence  
+
| style="vertical-align: top;" | Ross' Benevolence
| style="vertical-align: top;" | -1% platinum tax from Royal Guard  
+
| style="vertical-align: top;" | -1% platinum tax from Royal Guard
| style="vertical-align: top;" | Wizard Nexus,  Visionary Expansionist,  Survivalist Mentality  
+
| style="vertical-align: top;" | Night Watch
 +
 
 +
Dark Artistry
 +
 
 +
Survivalist Mentality
 
|-
 
|-
| style="vertical-align: top;" | Urban Planner  
+
| style="vertical-align: top;" | Urban Planner
| style="vertical-align: top;" | +1.5% max population  
+
| style="vertical-align: top;" | +1.5% maximum population
| style="vertical-align: top;" | Lumberjack's Devotion,  Reinforced Bulwarks  
+
| style="vertical-align: top;" | Weather Manipulation
 +
 
 +
Reinforced Bulwarks
 
|-
 
|-
| style="vertical-align: top;" | Jeweller's Delight  
+
| style="vertical-align: top;" | Jeweller's Delight
| style="vertical-align: top;" | +2.5% gem production, -5% cost of self spells  
+
| style="vertical-align: top;" | +2.5% gem production
| style="vertical-align: top;" | Master of ResourcesReinforced Bulwarks  
+
 
 +
-5% cost of self spells
 +
| style="vertical-align: top;" | Master of Resources
 +
 
 +
Reinforced Bulwarks
 
|-
 
|-
| style="vertical-align: top;" | Carpenter's Expertise  
+
| style="vertical-align: top;" | WaveHack's Expertise
| style="vertical-align: top;" | -5% construction platinum & lumber cost  
+
| style="vertical-align: top;" | -5% construction platinum cost
| style="vertical-align: top;" | Military Culture,  Wavehacker
+
 
 +
-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;" | Surveyor's Sense
| style="vertical-align: top;" | -12.5% rezoning platinum cost  
+
| style="vertical-align: top;" | -12.5% rezoning platinum cost
| style="vertical-align: top;" | Avatar of AresAres' Favor  
+
| style="vertical-align: top;" | Avatar of Ares
 +
 
 +
Ares' Favor
 
|-
 
|-
| style="vertical-align: top;" | Siege Weaponry
+
| style="vertical-align: top;" | Visionary Expansionist
| style="vertical-align: top;" | +40% fewer casualties when attacking wonders
+
| style="vertical-align: top;" | +1% maximum population
| style="vertical-align: top;" | Master of DisciplineRations  
+
 
 +
+15% population growth
 +
| style="vertical-align: top;" | Master of Discipline
 +
 
 +
Rations
 
|-
 
|-
| style="vertical-align: top;" | Survivalist Mentality  
+
| style="vertical-align: top;" | Survivalist Mentality
| style="vertical-align: top;" | +5% fewer casualties, +5% increased prestige gains
+
| style="vertical-align: top;" | +5% fewer casualties
| style="vertical-align: top;" | Ross' BenevolenceRations  
+
 
 +
+7.5% increased prestige gains
 +
| style="vertical-align: top;" | Ross' Benevolence
 +
 
 +
Rations
 
|-
 
|-
 
| style="vertical-align: top;" | Reinforced Bulwarks
 
| style="vertical-align: top;" | Reinforced Bulwarks
| style="vertical-align: top;" | +30% harbors and towers investment  
+
| style="vertical-align: top;" | +30% bonus to harbor investment
| style="vertical-align: top;" | Urban PlannerJeweller's Delight,  Spy Network
+
 
 +
+30% bonus to towers investment
 +
| style="vertical-align: top;" | Urban Planner
 +
 
 +
Jeweller's Delight
 +
 
 +
Tributary System
 
|-
 
|-
| style="vertical-align: top;" | Military Culture
+
| style="vertical-align: top;" | Spy Network
| style="vertical-align: top;" | +10% increased prestige gains
+
| style="vertical-align: top;" | +1 spy strength per hour
| style="vertical-align: top;" | Carpenter's Expertise,  Spy Network,  Battle Commanders  
+
| style="vertical-align: top;" | WaveHack's Expertise
 +
 
 +
Tributary System
 +
 
 +
Battle Commanders
 
|-
 
|-
| style="vertical-align: top;" | Wavehacker
+
| style="vertical-align: top;" | Field Surgery
| style="vertical-align: top;" | +5 Boat Capacity, +5% fewer casualties  
+
| style="vertical-align: top;" | +0.75% maximum population
| style="vertical-align: top;" | Carpenter's Expertise  
+
 
 +
+7.5% fewer casualties
 +
| style="vertical-align: top;" | WaveHack's Expertise
 
|-
 
|-
| style="vertical-align: top;" | Ares' Favor  
+
| style="vertical-align: top;" | Ares' Favor
| style="vertical-align: top;" | +2.5% offensive power  
+
| style="vertical-align: top;" | +2.5% offensive power
| style="vertical-align: top;" | Surveyor's SenseBunk BedsPublic Baths
+
| style="vertical-align: top;" | Surveyor's Sense
 +
 
 +
Bunk Beds
 +
 
 +
Public Baths
 
|-
 
|-
| style="vertical-align: top;" | Rations  
+
| style="vertical-align: top;" | Rations
| style="vertical-align: top;" | +2 population from barren land, -2.5% food consumption  
+
| style="vertical-align: top;" | -2.5% food consumption
| style="vertical-align: top;" | Siege Weaponry,  Survivalist MentalityPublic Baths  
+
 
 +
+2 population from barren land
 +
| style="vertical-align: top;" | Visionary Expansionist
 +
 
 +
Survivalist Mentality
 +
 
 +
Public Baths
 
|-
 
|-
| style="vertical-align: top;" | Spy Network
+
| style="vertical-align: top;" | Tributary System
| style="vertical-align: top;" | +1 spy strength per hour
+
| style="vertical-align: top;" | +60% food production from prestige
| style="vertical-align: top;" | Reinforced Bulwarks,  Military Culture,  Centralized Intelligence  
+
| style="vertical-align: top;" | Reinforced Bulwarks
 +
 
 +
Spy Network
 +
 
 +
Centralized Intelligence
 
|-
 
|-
| style="vertical-align: top;" | Battle Commanders  
+
| style="vertical-align: top;" | Battle Commanders
| style="vertical-align: top;" | +7.5% fewer casualties  
+
| style="vertical-align: top;" | +7.5% fewer casualties
| style="vertical-align: top;" | Military Culture,  Carpenter's Knowhow  
+
| style="vertical-align: top;" | Spy Network
 +
 
 +
Carpenter's Knowhow
 
|-
 
|-
| style="vertical-align: top;" | Bunk Beds  
+
| style="vertical-align: top;" | Bunk Beds
| style="vertical-align: top;" | +2 barracks housing  
+
| style="vertical-align: top;" | +2 barracks housing
| style="vertical-align: top;" | Ares' FavorCarpenter's Knowhow  
+
| style="vertical-align: top;" | Ares' Favor
 +
 
 +
Carpenter's Knowhow
 
|-
 
|-
| style="vertical-align: top;" | Public Baths  
+
| style="vertical-align: top;" | Public Baths
| style="vertical-align: top;" | +30% population growth  
+
| style="vertical-align: top;" | +30% population growth
| style="vertical-align: top;" | Ares' FavorRationsAncestral Knowledge  
+
| style="vertical-align: top;" | Ares' Favor
 +
 
 +
Rations
 +
 
 +
Ancestral Knowledge
 
|-
 
|-
| style="vertical-align: top;" | Centralized Intelligence  
+
| style="vertical-align: top;" | Centralized Intelligence
| style="vertical-align: top;" | -15% cost of spies, -5% cost of wizards  
+
| style="vertical-align: top;" | -15% cost of spies
| style="vertical-align: top;" | Spy Network,  Surveyor's Insight
+
 
 +
-5% cost of wizards
 +
| style="vertical-align: top;" | Tributary System
 +
 
 +
Military Culture
 
|-
 
|-
| style="vertical-align: top;" | Carpenter's Knowhow  
+
| style="vertical-align: top;" | Carpenter's Knowhow
| style="vertical-align: top;" | -2.5% construction platinum cost  
+
| style="vertical-align: top;" | -2.5% construction platinum cost
| style="vertical-align: top;" | Battle CommandersBunk BedsSurveyor's Insight,  Carpenter's Touch
+
| style="vertical-align: top;" | Battle Commanders
 +
 
 +
Bunk Beds
 +
 
 +
Military Culture
 +
 
 +
Surveyor's Insight
 
|-
 
|-
| style="vertical-align: top;" | Ancestral Knowledge  
+
| style="vertical-align: top;" | Ancestral Knowledge
| style="vertical-align: top;" | -15% cost of racial spell
+
| style="vertical-align: top;" | -25% cost of racial spells
| style="vertical-align: top;" | Public Baths,  Carpenter's Touch
+
| style="vertical-align: top;" | Public Baths
 +
 
 +
Surveyor's Insight
 
|-
 
|-
| style="vertical-align: top;" | Surveyor's Insight
+
| style="vertical-align: top;" | Military Culture
| style="vertical-align: top;" | -7.5% rezoning platinum cost
+
| style="vertical-align: top;" | +5% increased prestige gains
| style="vertical-align: top;" | Centralized IntelligenceCarpenter's KnowhowBattle Tactics  
+
| style="vertical-align: top;" | Centralized Intelligence
 +
 
 +
Carpenter's Knowhow
 +
 
 +
Battle Tactics
 
|-
 
|-
| style="vertical-align: top;" | Carpenter's Touch
+
| style="vertical-align: top;" | Surveyor's Insight
| style="vertical-align: top;" | -5% construction lumber cost  
+
| style="vertical-align: top;" | -7.5% rezoning platinum cost
| style="vertical-align: top;" | Carpenter's KnowhowAncestral KnowledgeBattle Tactics  
+
| style="vertical-align: top;" | Carpenter's Knowhow
 +
 
 +
Ancestral Knowledge
 +
 
 +
Battle Tactics
 
|-
 
|-
| style="vertical-align: top;" | Battle Tactics  
+
| style="vertical-align: top;" | Battle Tactics
| style="vertical-align: top;" | +5% fewer casualties  
+
| style="vertical-align: top;" | +5% fewer casualties
 
| style="vertical-align: top;" | ''none''
 
| style="vertical-align: top;" | ''none''
 
|-
 
|-
Line 298: Line 532:
 
== 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 304: Line 550:
 
=== 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 100 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
 +
|-
 +
! 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)
 +
|}
  
This includes both acres that you directly take from your target and the generated acres.
+
Wonder and racial bonuses will be added together before multiplying the research points gained to obtain the final value.
  
=== Pros ===
+
Research points will arrive when the slowest unit sent on the invasion returns.
* 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
 

Latest revision as of 07:10, 7 November 2023

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 +7.5% mana production Granaries

Green Thumb

Banker's 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

Industrial Machinery

Sleeper Agents

Industrial Machinery +5% lumber production

+5% ore production

Midas's Bargain

Siege Weaponry

Siege Weaponry +20% wonder damage Industrial Machinery

Sneaky Spies

Explorer's Instinct

Sneaky Spies -15% spy losses on failed operations

+10% resources gained from theft

Siege Weaponry

Arcane Bloodlines

Wizard Nexus

Arcane Bloodlines -5% cost of spies

-15% cost of wizards

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% better exchange rates Planar Emissaries

Surplus Management

Ancient Mines

Prefabrication

Prefabrication -5% construction platinum cost Banker's Friend

Miser's Grasp

Miser's Grasp -25% resources lost to theft Aquaponics

Prefabrication

Sleeper Agents -7.5% spy losses on failed operations

+1% maximum population

Midas's Bargain

Master of Efficiency

Explorer's Instinct -2.5% exploring platinum cost

-2.5% construction platinum cost

Siege Weaponry

Master of Efficiency

Wizard Nexus +1 wizard strength 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 (min 6)

Frugal Foragers

Preservationist

Architect's Touch

Fearless Adventurers

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 +7.5% lumber production

+7.5% refund when destroying buildings

Dark Pact
Dark Pact +5% wizard power

+7.5% mana production

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 draftee per acre explore cost (min 6)

Architect's Flourish
Fearless Adventurers -50% exploring morale drop Explorer's Intuition

Anti-Magic Sigils

Mana Pools -10% cost of spells Architect's Touch

Night Watch

Shipwright's Ingenuity +12.5% boat production Miner's Spirit

Trick of the Light

Weather Manipulation

Trick of the Light +1 Fool's Gold protects ore/lumber/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 +5% platinum production Opulence
Menace +1 mana production per tower

+2 mana production per tower for each war relation (max 2)

Pastoral Planner
Architect's Flourish -7.5% construction platinum cost Explorer's Guile

Anti-Magic Sigils

Anti-Magic Sigils -1 black op spell duration Fearless Adventurers

Night Watch

Night Watch -25% draftees lost in assassination attempts

-25% wizards lost in assassination attempts

-25% enemy disband spies damage

Mana Pools

Anti-Magic Sigils

Ross' Benevolence

Weather Manipulation +2.5% food production

-12.5% enemy lightning bolt damage

Shipwright's Ingenuity

Lumberjack's Devotion

Urban Planner

Lumberjack's Devotion -20% lumber rot

-10% construction lumber cost

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 per hour

+1 wizard strength per hour

Master of Discipline

Ross' Benevolence

Ross' Benevolence -1% platinum tax from Royal Guard Night Watch

Dark Artistry

Survivalist Mentality

Urban Planner +1.5% maximum population Weather Manipulation

Reinforced Bulwarks

Jeweller's Delight +2.5% gem production

-5% cost of self spells

Master of Resources

Reinforced Bulwarks

WaveHack's Expertise -5% construction platinum cost

-5% construction lumber cost

+3 boat capacity

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% fewer casualties

+7.5% increased prestige gains

Ross' Benevolence

Rations

Reinforced Bulwarks +30% bonus to harbor investment

+30% bonus to towers investment

Urban Planner

Jeweller's Delight

Tributary System

Spy Network +1 spy strength per hour WaveHack's Expertise

Tributary System

Battle Commanders

Field Surgery +0.75% maximum population

+7.5% fewer casualties

WaveHack's Expertise
Ares' Favor +2.5% offensive power Surveyor's Sense

Bunk Beds

Public Baths

Rations -2.5% food consumption

+2 population from barren land

Visionary Expansionist

Survivalist Mentality

Public Baths

Tributary System +60% food production from prestige Reinforced Bulwarks

Spy Network

Centralized Intelligence

Battle Commanders +7.5% fewer 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 -15% cost of spies

-5% cost of wizards

Tributary System

Military Culture

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

Bunk Beds

Military Culture

Surveyor's Insight

Ancestral Knowledge -25% cost of racial spells Public Baths

Surveyor's Insight

Military Culture +5% increased 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% fewer 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 100 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.