Difference between revisions of "Teching"

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Teching requires the construction of [[Schools]]. The number of Research Points produced is calculated by a formula:
 
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.
+
  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 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 24: Line 22:
 
! Advancement
 
! Advancement
 
! Bonus
 
! Bonus
! Prerequisites  
+
! Prerequisites (only 1 required)
 
|-
 
|-
| style="vertical-align: top;" | Commander's Insight
+
| style="vertical-align: top;" | Granaries 
| style="vertical-align: top;" | -10% offensive casualties
+
| style="vertical-align: top;" | +2.5% food production
 
| style="vertical-align: top;" | ''none''
 
| style="vertical-align: top;" | ''none''
 
|-
 
|-
| style="vertical-align: top;" | Tactician
+
| style="vertical-align: top;" | Planar Emissaries
| style="vertical-align: top;" | -10% defensive casualties
+
| style="vertical-align: top;" | +7.5% mana production
| style="vertical-align: top;" | ''none''
+
| style="vertical-align: top;" | Granaries
 +
 
 +
Green Thumb
 +
 
 +
Bankers Friend
 +
|-
 +
| style="vertical-align: top;" | Green Thumb
 +
| style="vertical-align: top;" | +5% lumber production
 +
| style="vertical-align: top;" | Planar Emissaries
 +
 
 +
Aquaponics
 +
|-
 +
| style="vertical-align: top;" | Aquaponics
 +
| style="vertical-align: top;" | +7.5% food production
 +
 
 +
-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;" | +2.5% platinum production
 +
| style="vertical-align: top;" | Aquaponics
 +
 
 +
Master of Efficiency
 +
 
 +
Sleeper Agents
 
|-
 
|-
| style="vertical-align: top;" | Military Genius
+
| style="vertical-align: top;" | Master of Efficiency
| style="vertical-align: top;" | +5% attack power
+
| style="vertical-align: top;" | -2% military training cost
| style="vertical-align: top;" | Commander's Insight, Tactician
+
| style="vertical-align: top;" | Midas's Bargain
 +
 
 +
Explorer's Instinct
 
|-
 
|-
| style="vertical-align: top;" | Caravan Leader
+
| style="vertical-align: top;" | Explorer's Instinct
 
| style="vertical-align: top;" | -5% exploring platinum cost  
 
| style="vertical-align: top;" | -5% exploring platinum cost  
 +
| style="vertical-align: top;" | Master of Efficiency
 +
 +
Sneaky Spies
 +
 +
Industrial Machinery
 +
|-
 +
| 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;" | Explorer's Instinct
 +
 +
Frugal Foragers
 +
 +
Pastoral Planner
 +
|-
 +
| style="vertical-align: top;" | Frugal Foragers
 +
| style="vertical-align: top;" | -2.5% food consumption
 +
| style="vertical-align: top;" | Sneaky Spies
 +
 +
Mana Pools
 +
|-
 +
| style="vertical-align: top;" | Mana Pools
 +
| style="vertical-align: top;" | -10% cost of spells
 +
| style="vertical-align: top;" | Frugal Foragers
 +
 +
Explorer's Luck
 +
 +
Explorer's Intuition
 +
|-
 +
| style="vertical-align: top;" | Explorer's Luck
 +
| style="vertical-align: top;" | -2 draftee per acre explore cost (min 6)
 
| style="vertical-align: top;" | ''none''
 
| style="vertical-align: top;" | ''none''
 +
|-
 +
| style="vertical-align: top;" | Surplus Management
 +
| style="vertical-align: top;" | -12.5% food decay
 +
 +
-12.5% lumber rot
 +
 +
-12.5% mana drain
 +
| style="vertical-align: top;" | Granaries
 +
 +
Banker's Friend
 +
|-
 +
| style="vertical-align: top;" | Banker's Friend
 +
| style="vertical-align: top;" | +10% better exchange rates
 +
| style="vertical-align: top;" | Planar Emissaries
 +
 +
Surplus Management
 +
 +
Prefabrication
 +
|-
 +
| style="vertical-align: top;" | Prefabrication
 +
| style="vertical-align: top;" | -5% construction platinum cost
 +
| style="vertical-align: top;" | Banker's Friend
 +
 +
Miser's Grasp
 +
|-
 +
| style="vertical-align: top;" | Miser's Grasp
 +
| style="vertical-align: top;" | -20% resources lost to theft
 +
| style="vertical-align: top;" | Aquaponics
 +
 +
Prefabrication
 +
|-
 +
| style="vertical-align: top;" | Sleeper Agents
 +
| style="vertical-align: top;" | +1% max population
 +
 +
-12.5% spy losses on failed operations
 +
| style="vertical-align: top;" | Midas's Bargain
 +
 +
Dark Artistry
 +
|-
 +
| style="vertical-align: top;" | Industrial Machinery
 +
| style="vertical-align: top;" | +5% lumber production
 +
 +
+5% ore production
 +
| style="vertical-align: top;" | Explorer's Instinct
 +
 +
Dark Artistry
 +
|-
 +
| style="vertical-align: top;" | Pastoral Planner
 +
| style="vertical-align: top;" | +1.5% maximum population
 +
| style="vertical-align: top;" | Sneaky Spies
 +
 +
Preservationist
 +
 +
Maelstrom
 +
|-
 +
| style="vertical-align: top;" | Preservationist
 +
| style="vertical-align: top;" | -25% food decay
 +
 +
-25% lumber rot
 +
 +
-25% mana drain
 +
| style="vertical-align: top;" | Pastoral Planner
 +
 +
Explorer's Intuition
 
|-
 
|-
 
| style="vertical-align: top;" | Explorer's Intuition  
 
| style="vertical-align: top;" | Explorer's Intuition  
| style="vertical-align: top;" | -1 draftee per acre explore cost (minimum 3)  
+
| style="vertical-align: top;" | -5% exploring platinum cost
| style="vertical-align: top;" | ''none''
+
| style="vertical-align: top;" | Mana Pools
 +
 
 +
Preservationist
 +
 
 +
Architects Touch
 +
 
 +
Fearless Adventurers
 +
|-
 +
| style="vertical-align: top;" | Architects Touch
 +
| 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;" | 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;" | +5% refund when destroying buildings
 +
 
 +
+7.5% lumber production
 +
| 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;" | Urg Smash Technique
 +
 
 +
Miser's Grasp
 +
|-
 +
| style="vertical-align: top;" | Dark Artistry
 +
| style="vertical-align: top;" | +2 spy strength per hour
 +
 
 +
+2 wizard strength per hour
 +
| style="vertical-align: top;" | Sleeper Agents
 +
 
 +
Industrial Machinery
 +
|-
 +
| style="vertical-align: top;" | Maelstrom
 +
| style="vertical-align: top;" | +15% cyclone damage
 +
| style="vertical-align: top;" | Pastoral Planner
 +
 
 +
Master of Strategy
 +
|-
 +
| 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;" | Night Watch
 +
|-
 +
| style="vertical-align: top;" | Fearless Adventurers
 +
| style="vertical-align: top;" | -50% morale drop when exploring
 +
| style="vertical-align: top;" | Explorer's Intuition
 +
 
 +
Architect's Flourish
 +
|-
 +
| style="vertical-align: top;" | Arcane Bloodlines
 +
| style="vertical-align: top;" | -5% cost of spies
 +
 
 +
-15% cost of wizards
 +
| style="vertical-align: top;" | Architect's Touch
 +
 
 +
Wizard Nexus
 +
|-
 +
| style="vertical-align: top;" | Shipwright's Ingenuity
 +
| style="vertical-align: top;" | -7.5% boat production
 +
| style="vertical-align: top;" | Miner's Spirit
 +
 
 +
Trick of the Light
 +
 
 +
Lumberjack's Devotion
 +
|-
 +
| style="vertical-align: top;" | Trick of the Light
 +
| style="vertical-align: top;" | Fools Gold protects ore and lumber
 +
| 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;" | Opulence
 +
|-
 +
| style="vertical-align: top;" | Master of Strategy
 +
| style="vertical-align: top;" | -2% military training cost
 +
| style="vertical-align: top;" | Maelstrom
 +
|-
 +
| style="vertical-align: top;" | Night Watch
 +
| style="vertical-align: top;" | -20% draftees lost in assassination attempts
 +
 
 +
-20% wizards lost in assassination attempts
 +
 
 +
-20% enemy disband spies damage
 +
| style="vertical-align: top;" | Explorer's Guile
 +
 
 +
Architect's Flourish
 +
|-
 +
| style="vertical-align: top;" | Architect's Flourish
 +
| style="vertical-align: top;" | -7.5% construction platinum cost
 +
| style="vertical-align: top;" | Fearless Adventurers
 +
 
 +
Wizard Nexus
 +
|-
 +
| style="vertical-align: top;" | Wizard Nexus
 +
| style="vertical-align: top;" | +1 wizard strength per hour
 +
| style="vertical-align: top;" | Arcane Bloodlines
 +
 
 +
Architect's Flourish
 +
 
 +
Ross' Benevolence
 +
|-
 +
| style="vertical-align: top;" | Lumberjack's Devotion
 +
| style="vertical-align: top;" | -5% construction lumber cost
 +
 
 +
-15% lumber rot
 +
| style="vertical-align: top;" | Shipwright's Ingenuity
 +
 
 +
Weather Manipulation
 +
 
 +
Urban Planner
 
|-
 
|-
| style="vertical-align: top;" | Explorer's Luck
+
| style="vertical-align: top;" | Weather Manipulation
| style="vertical-align: top;" | -10% exploring platinum cost, -2 draftee per acre explore cost (minimum 3)
+
| style="vertical-align: top;" | -10% enemy lightning bolt damage
| style="vertical-align: top;" | Caravan Leader, Explorer's Intuition
+
 
 +
+2.5% food production
 +
| style="vertical-align: top;" | Lumberjack's Devotion
 +
 
 +
Master of Resources
 
|-
 
|-
| style="vertical-align: top;" | Sleight of Hand
+
| style="vertical-align: top;" | Master of Resources
| style="vertical-align: top;" | -10% spy losses on failed operations
+
| style="vertical-align: top;" | -2% military training cost
| style="vertical-align: top;" | ''none''
+
| style="vertical-align: top;" | Weather Manipulation
 +
 
 +
Jeweller's Delight
 
|-
 
|-
| style="vertical-align: top;" | Darkness Walker
+
| style="vertical-align: top;" | Avatar of Ares
| style="vertical-align: top;" | -20% cost of spies
+
| style="vertical-align: top;" | +2.5% offensive power
| style="vertical-align: top;" | ''none''
+
 
 +
+7.5% wizard power
 +
| style="vertical-align: top;" | Surveyor's Sense
 
|-
 
|-
| style="vertical-align: top;" | Spy Master  
+
| style="vertical-align: top;" | Master of Discipline
| style="vertical-align: top;" | +1 spy strength recover per hour
+
| style="vertical-align: top;" | -2% military training cost
| style="vertical-align: top;" | Sleight of Hand, Darkness Walker
+
| style="vertical-align: top;" | Visionary Expansionist
 +
 
 +
Siege Weaponry
 
|-
 
|-
| style="vertical-align: top;" | Magician's Apprentice
+
| style="vertical-align: top;" | Visionary Expansionist
| style="vertical-align: top;" | -10% cost of spells
+
| style="vertical-align: top;" | +1% max population
| style="vertical-align: top;" | ''none''
+
 
 +
+15% population growth
 +
| style="vertical-align: top;" | Master of Discipline
 +
 
 +
Ross' Benevolence
 
|-
 
|-
| style="vertical-align: top;" | Magician's Awe
+
| style="vertical-align: top;" | Ross' Benevolence
| style="vertical-align: top;" | -20% cost of wizards
+
| style="vertical-align: top;" | -1% platinum tax from Royal Guard
| style="vertical-align: top;" | ''none''
+
| style="vertical-align: top;" | Wizard Nexus
 +
 
 +
Visionary Expansionist
 +
 
 +
Survivalist Mentality
 
|-
 
|-
| style="vertical-align: top;" | Master of Magi
+
| style="vertical-align: top;" | Urban Planner
| style="vertical-align: top;" | +1 wizard strength recovery per hour
+
| style="vertical-align: top;" | +1.5% max population
| style="vertical-align: top;" | Magician's Apprentice, Magician's Awe
+
| style="vertical-align: top;" | Lumberjack's Devotion
 +
 
 +
Reinforced Bulwarks
 
|-
 
|-
| style="vertical-align: top;" | Farmer's Growth
+
| style="vertical-align: top;" | Jeweller's Delight
| style="vertical-align: top;" | +10% food production
+
| style="vertical-align: top;" | +2.5% gem production
| style="vertical-align: top;" | ''none''
+
 
 +
-5% cost of self spells
 +
| style="vertical-align: top;" | Master of Resources
 +
 
 +
Reinforced Bulwarks
 
|-
 
|-
| style="vertical-align: top;" | Miner's Refining
+
| style="vertical-align: top;" | Carpenter's Expertise
| style="vertical-align: top;" | +5% gem production
+
| style="vertical-align: top;" | -5% construction platinum cost
| style="vertical-align: top;" | ''none''
+
 
 +
-5% construction lumber cost
 +
| style="vertical-align: top;" | Military Culture
 +
 
 +
Wavehacker
 
|-
 
|-
| style="vertical-align: top;" | Banker's Foresight
+
| style="vertical-align: top;" | Surveyor's Sense
| style="vertical-align: top;" | +5% platinum production
+
| style="vertical-align: top;" | -12.5% rezoning platinum cost
| style="vertical-align: top;" | Farmer's Growth, Miner's Refining
+
| style="vertical-align: top;" | Avatar of Ares
 +
 
 +
Ares' Favor
 
|-
 
|-
| style="vertical-align: top;" | Mason's Art
+
| style="vertical-align: top;" | Siege Weaponry
| style="vertical-align: top;" | -10% construction platinum costs
+
| style="vertical-align: top;" | +40% fewer casualties when attacking wonders
| style="vertical-align: top;" | ''none''
+
| style="vertical-align: top;" | Master of Discipline
 +
 
 +
Rations
 
|-
 
|-
| style="vertical-align: top;" | Forester's Touch
+
| style="vertical-align: top;" | Survivalist Mentality
| style="vertical-align: top;" | -10% rezoning costs
+
| style="vertical-align: top;" | +5% fewer casualties
| style="vertical-align: top;" | ''none''
+
 
 +
+5% increased prestige gains
 +
| style="vertical-align: top;" | Ross' Benevolence
 +
 
 +
Rations
 
|-
 
|-
 +
| style="vertical-align: top;" | Reinforced Bulwarks
 +
| style="vertical-align: top;" | +30% harbors investment
 +
 +
+30% towers investment
 
| style="vertical-align: top;" | Urban Planner
 
| style="vertical-align: top;" | Urban Planner
| style="vertical-align: top;" | +2% population maximum
+
 
| style="vertical-align: top;" | Mason's Art, Forester's Touch
+
Jeweller's Delight
 +
 
 +
Spy Network
 +
|-
 +
| style="vertical-align: top;" | Military Culture
 +
| style="vertical-align: top;" | +10% increased prestige gains
 +
| style="vertical-align: top;" | Carpenter's Expertise
 +
 
 +
Spy Network
 +
 
 +
Battle Commanders
 +
|-
 +
| style="vertical-align: top;" | Wavehacker
 +
| style="vertical-align: top;" | +5 Boat Capacity
 +
 
 +
+5% fewer casualties
 +
| style="vertical-align: top;" | Carpenter'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 population from barren land
 +
 
 +
-2.5% food consumption
 +
| style="vertical-align: top;" | Siege Weaponry
 +
 
 +
Survivalist Mentality
 +
 
 +
Public Baths
 +
|-
 +
| style="vertical-align: top;" | Spy Network
 +
| style="vertical-align: top;" | +1 spy strength per hour
 +
| style="vertical-align: top;" | Reinforced Bulwarks
 +
 
 +
Military Culture
 +
 
 +
Centralized Intelligence
 
|-
 
|-
| style="vertical-align: top;" | Fruits of Labor
+
| style="vertical-align: top;" | Battle Commanders
| style="vertical-align: top;" | +20% lumber, +20% ore and +10% gem production
+
| style="vertical-align: top;" | +7.5% fewer casualties
| style="vertical-align: top;" | Banker's Foresight, Urban Planner
+
| style="vertical-align: top;" | Military Culture
 +
 
 +
Carpenter's Knowhow
 
|-
 
|-
| style="vertical-align: top;" | Dark Artistry
+
| style="vertical-align: top;" | Bunk Beds
| style="vertical-align: top;" | +3 recovery of both wizard and spy strengths per hour
+
| style="vertical-align: top;" | +2 barracks housing
| style="vertical-align: top;" | Spy Master, Master of Magi
+
| style="vertical-align: top;" | Ares' Favor
 +
 
 +
Carpenter's Knowhow
 
|-
 
|-
| style="vertical-align: top;" | Urban Mastery
+
| style="vertical-align: top;" | Public Baths
| style="vertical-align: top;" | +6% population maximum
+
| style="vertical-align: top;" | +30% population growth
| style="vertical-align: top;" | Urban Planner, Explorer's Luck
+
| style="vertical-align: top;" | Ares' Favor
 +
 
 +
Rations
 +
 
 +
Ancestral Knowledge
 
|-
 
|-
| style="vertical-align: top;" | Treasure Hunt
+
| style="vertical-align: top;" | Centralized Intelligence
| style="vertical-align: top;" | +12.5% platinum production
+
| style="vertical-align: top;" | -15% cost of spies
| style="vertical-align: top;" | Spy Master, Banker's Foresight
+
 
 +
-5% cost of wizards
 +
| style="vertical-align: top;" | Spy Network
 +
 
 +
Surveyor's Insight
 
|-
 
|-
| style="vertical-align: top;" | Magical Weaponry
+
| style="vertical-align: top;" | Carpenter's Knowhow
| style="vertical-align: top;" | +10% attack power, +15% wizard strength
+
| style="vertical-align: top;" | -2.5% construction platinum cost
| style="vertical-align: top;" | Master of Magi, Military Genius
+
| style="vertical-align: top;" | Battle Commanders
 +
 
 +
Bunk Beds
 +
 
 +
Surveyor's Insight
 +
 
 +
Carpenter's Touch
 
|-
 
|-
| style="vertical-align: top;" | Conqueror's Crafts
+
| style="vertical-align: top;" | Ancestral Knowledge
| style="vertical-align: top;" | -30% construction and rezoning platinum costs
+
| style="vertical-align: top;" | -15% cost of racial spell
| style="vertical-align: top;" | Military Genius, Urban Planner
+
| style="vertical-align: top;" | Public Baths
 +
 
 +
Carpenter's Touch
 
|-
 
|-
| style="vertical-align: top;" | Master of Resources
+
| style="vertical-align: top;" | Surveyor's Insight
| style="vertical-align: top;" | -10% military training cost (no ore reduction for Gnomes)
+
| style="vertical-align: top;" | -7.5% rezoning platinum cost  
| style="vertical-align: top;" | Explorer's Luck, Banker's Foresight
+
| style="vertical-align: top;" | Centralized Intelligence
 +
 
 +
Carpenter's Knowhow
 +
 
 +
Battle Tactics
 
|-
 
|-
| style="vertical-align: top;" | Tactical Battle
+
| style="vertical-align: top;" | Carpenter's Touch
| style="vertical-align: top;" | -25% offensive and defensive casualties
+
| style="vertical-align: top;" | -5% construction lumber cost
| style="vertical-align: top;" | Spy Master, Military Genius
+
| style="vertical-align: top;" | Carpenter's Knowhow
 +
 
 +
Ancestral Knowledge
 +
 
 +
Battle Tactics
 
|-
 
|-
| style="vertical-align: top;" | Enchanted Lands
+
| style="vertical-align: top;" | Battle Tactics
| style="vertical-align: top;" | -20% exploring cost, +15% mana production
+
| style="vertical-align: top;" | +5% fewer casualties
| style="vertical-align: top;" | Master of Magi, Explorer's Luck
+
| style="vertical-align: top;" | ''none''
 
|-
 
|-
 
|}
 
|}
Line 142: Line 516:
 
== 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 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%.
  
 
== Formulas ==
 
== Formulas ==
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=== Tech Cost ===
 
=== Tech Cost ===
  
Research points must be spent to obtain techs. The formula for tech cost is as follows:
+
Tech cost for research points is a flat 10,000 research points per tech. Plus at least one of any prerequired techs.
 
 
<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.
 
  
 
=== Invasion RPs ===
 
=== Invasion RPs ===
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Players may also obtain research points by attacking. The formula for gaining research points through invasion is as follows:
 
Players may also obtain research points by attacking. The formula for gaining research points through invasion is as follows:
  
<code>Conquered Acres * 17</code>
+
<code>[max(1100, daysInRound/0.027) + (Schools/Land * 100 * 26 * 150%)] * (1 - max(0, (recentlyInvadedCount - 2) * 0.2))</code>
 +
 
 +
This includes both a flat RP gain and a bonus equivalent to 150% of your hourly RP production. However, the bonus is reduced if you have been recently invaded.
  
This includes both acres that you directly take from your target and the generated acres.
+
For attacks under 75% there is no bonus based on production and the flat rate bonus is halved. Attacks under 60% receive no RP gain on successful invasions.
  
 
=== Pros ===
 
=== Pros ===

Revision as of 03:18, 12 November 2020

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 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).

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:

Building Selection

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

Advancement Bonus Prerequisites (only 1 required)
Granaries +2.5% food production none
Planar Emissaries +7.5% mana production Granaries

Green Thumb

Bankers 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

Master of Efficiency

Sleeper Agents

Master of Efficiency -2% military training cost Midas's Bargain

Explorer's Instinct

Explorer's Instinct -5% exploring platinum cost Master of Efficiency

Sneaky Spies

Industrial Machinery

Sneaky Spies +10% resources gained from theft

-10% spies lost on failed operations

Explorer's Instinct

Frugal Foragers

Pastoral Planner

Frugal Foragers -2.5% food consumption Sneaky Spies

Mana Pools

Mana Pools -10% cost of spells Frugal Foragers

Explorer's Luck

Explorer's Intuition

Explorer's Luck -2 draftee per acre explore cost (min 6) none
Surplus Management -12.5% food decay

-12.5% lumber rot

-12.5% mana drain

Granaries

Banker's Friend

Banker's Friend +10% better exchange rates Planar Emissaries

Surplus Management

Prefabrication

Prefabrication -5% construction platinum cost Banker's Friend

Miser's Grasp

Miser's Grasp -20% resources lost to theft Aquaponics

Prefabrication

Sleeper Agents +1% max population

-12.5% spy losses on failed operations

Midas's Bargain

Dark Artistry

Industrial Machinery +5% lumber production

+5% ore production

Explorer's Instinct

Dark Artistry

Pastoral Planner +1.5% maximum population Sneaky Spies

Preservationist

Maelstrom

Preservationist -25% food decay

-25% lumber rot

-25% mana drain

Pastoral Planner

Explorer's Intuition

Explorer's Intuition -5% exploring platinum cost Mana Pools

Preservationist

Architects Touch

Fearless Adventurers

Architects Touch -2.5% construction platinum cost Explorer's Luck

Explorer's Intuition

Arcane Bloodlines

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 +5% refund when destroying buildings

+7.5% lumber production

Dark Pact
Dark Pact +7.5% mana production

+5% wizard power

Urg Smash Technique

Miser's Grasp

Dark Artistry +2 spy strength per hour

+2 wizard strength per hour

Sleeper Agents

Industrial Machinery

Maelstrom +15% cyclone damage Pastoral Planner

Master of Strategy

Explorer's Guile -1 draftee per acre explore cost (min 6)

-7.5% exploring platinum cost

Night Watch
Fearless Adventurers -50% morale drop when exploring Explorer's Intuition

Architect's Flourish

Arcane Bloodlines -5% cost of spies

-15% cost of wizards

Architect's Touch

Wizard Nexus

Shipwright's Ingenuity -7.5% boat production Miner's Spirit

Trick of the Light

Lumberjack's Devotion

Trick of the Light Fools Gold protects ore and lumber 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
Master of Strategy -2% military training cost Maelstrom
Night Watch -20% draftees lost in assassination attempts

-20% wizards lost in assassination attempts

-20% enemy disband spies damage

Explorer's Guile

Architect's Flourish

Architect's Flourish -7.5% construction platinum cost Fearless Adventurers

Wizard Nexus

Wizard Nexus +1 wizard strength per hour Arcane Bloodlines

Architect's Flourish

Ross' Benevolence

Lumberjack's Devotion -5% construction lumber cost

-15% lumber rot

Shipwright's Ingenuity

Weather Manipulation

Urban Planner

Weather Manipulation -10% enemy lightning bolt damage

+2.5% food production

Lumberjack's Devotion

Master of Resources

Master of Resources -2% military training cost Weather Manipulation

Jeweller's Delight

Avatar of Ares +2.5% offensive power

+7.5% wizard power

Surveyor's Sense
Master of Discipline -2% military training cost Visionary Expansionist

Siege Weaponry

Visionary Expansionist +1% max population

+15% population growth

Master of Discipline

Ross' Benevolence

Ross' Benevolence -1% platinum tax from Royal Guard Wizard Nexus

Visionary Expansionist

Survivalist Mentality

Urban Planner +1.5% max population Lumberjack's Devotion

Reinforced Bulwarks

Jeweller's Delight +2.5% gem production

-5% cost of self spells

Master of Resources

Reinforced Bulwarks

Carpenter's Expertise -5% construction platinum cost

-5% construction lumber cost

Military Culture

Wavehacker

Surveyor's Sense -12.5% rezoning platinum cost Avatar of Ares

Ares' Favor

Siege Weaponry +40% fewer casualties when attacking wonders Master of Discipline

Rations

Survivalist Mentality +5% fewer casualties

+5% increased prestige gains

Ross' Benevolence

Rations

Reinforced Bulwarks +30% harbors investment

+30% towers investment

Urban Planner

Jeweller's Delight

Spy Network

Military Culture +10% increased prestige gains Carpenter's Expertise

Spy Network

Battle Commanders

Wavehacker +5 Boat Capacity

+5% fewer casualties

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

Bunk Beds

Public Baths

Rations +2 population from barren land

-2.5% food consumption

Siege Weaponry

Survivalist Mentality

Public Baths

Spy Network +1 spy strength per hour Reinforced Bulwarks

Military Culture

Centralized Intelligence

Battle Commanders +7.5% fewer casualties Military Culture

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

Spy Network

Surveyor's Insight

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

Bunk Beds

Surveyor's Insight

Carpenter's Touch

Ancestral Knowledge -15% cost of racial spell Public Baths

Carpenter's Touch

Surveyor's Insight -7.5% rezoning platinum cost Centralized Intelligence

Carpenter's Knowhow

Battle Tactics

Carpenter's Touch -5% construction lumber 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

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%.

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.

Invasion RPs

Players may also obtain research points by attacking. The formula for gaining research points through invasion is as follows:

[max(1100, daysInRound/0.027) + (Schools/Land * 100 * 26 * 150%)] * (1 - max(0, (recentlyInvadedCount - 2) * 0.2))

This includes both a flat RP gain and a bonus equivalent to 150% of your hourly RP production. However, the bonus is reduced if you have been recently invaded.

For attacks under 75% there is no bonus based on production and the flat rate bonus is halved. Attacks under 60% receive no RP gain on successful invasions.

Pros

  • 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