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).
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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.  
 +
 
 +
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:
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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:
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Teching requires the construction of [[Schools]]. Schools produce research points based on their total percentage of land:
  
  Produces 26 research points each hour per 1% of total land owned, up to a maximum of 1040 at 40% of total land owned.
+
  Schools produce (1 - (Schools / Total Land)) research points per hour (minimum of 0.5).
  
 
== 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/mana
 
 
-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 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%.
+
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%.
  
== Formulas ==
+
=== Pros ===
 +
* Great efficiency can be enjoyed late round
 +
* Allows less experienced players to compete effectively late round
  
=== Tech Cost ===
+
=== 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.
  
Tech cost for research points is a flat 10,000 research points per tech. Plus at least one of any prerequired techs.
+
=== Recommendations ===
 +
* Great for Converters and slower styles.
 +
* Inexperienced players
  
=== Invasion RPs ===
+
== Formulas ==
  
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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=== Tech Cost ===
  
If the target is less than 60% the size of the attacker, no research points are gained.
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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.
  
  Final RP<sub>t < 60%</sub> = 0
+
The base cost of each advancement is 2.5x highest land achieved and increases by 100 after each unlock (min 3750).
  
If the target is 60% or greater, first the base RP gain is calculated as
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=== Invasion RPs ===
  
  BaseRP = Max (1000, DayOfRound / 0.03)
+
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.
  
and then the additional modifiers will be applied.
+
{| class="wikitable"
 
+
|+ Research Points Gained
When the target is greater than or equal to 60% and less than 75%, the base RP gain is halved.
+
|-
 
+
! Target Range !! RP
  RP<sub>60% ≤ t < 75%</sub> = BaseRP * 0.5
+
|-
 
+
| range < 60% || 0
  FinalRP<sub>60% ≤ t < 75%</sub> = RP<sub>60% ≤ t < 75%</sub> * (1 + WonderBonusPercentage) * (1 + RacialBonusPercentage)
+
|-
 
+
| 60% <= range < 75% || 375 OR 2.5x Land Conquered (whichever is higher)
When the target is greater than or equal to 75%, the attacker's schools are taken into account before wonder and racial bonuses.
+
|-
 
+
| range >= 75% || 750 OR 5x Land Conquered (whichever is higher)
  BaseSchoolBonus = (130 * Min (SchoolPercentage, SchoolPercentageCap)) * 100
+
|}
where SchoolPercentage is the attacker's percentage and SchoolPercentageCap is 20%.
 
 
 
  SchoolModifier = 1 – Min (0.8, Max (0, NumberOfRecentInvasions – 2) * 0.2)
 
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.
+
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.