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 26: Line 24:
 
! 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;" | Granaries,
+
| style="vertical-align: top;" | Granaries
Green Thumb,
+
 
Bankers Friend
+
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 Emissaries, Aquaponics  
+
| 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 Thumb, Midas's Bargain, Miser'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 Instince, 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
 +
 
 +
Reforestation
 +
 
 +
Explorer's Intuition
 +
|-
 +
| style="vertical-align: top;" | Reforestation
 +
| style="vertical-align: top;" | -10% construction lumber cost
 +
| style="vertical-align: top;" | ''none''
 +
|-
 +
| style="vertical-align: top;" | Surplus Management
 +
| style="vertical-align: top;" | -10% food decay
 +
 
 +
-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;" | +15% better exchange rates
 +
| style="vertical-align: top;" | Planar Emissaries
 +
 
 +
Surplus Management
 +
 
 +
Ancient Mines
 +
 
 +
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;" | -25% resources lost to theft
 +
| style="vertical-align: top;" | Aquaponics
 +
 
 +
Prefabrication
 +
|-
 +
| style="vertical-align: top;" | Sleeper Agents
 +
| style="vertical-align: top;" | -7.5% spy losses on failed operations
 +
 
 +
+1% maximum population
 +
| style="vertical-align: top;" | Midas's Bargain
 +
 
 +
Master of Efficiency
 +
|-
 +
| style="vertical-align: top;" | Explorer's Instinct
 +
| style="vertical-align: top;" | -2.5% exploring platinum cost
 +
 
 +
-2.5% construction platinum cost
 +
| style="vertical-align: top;" | Siege Weaponry
 +
 
 +
Master of Efficiency
 +
|-
 +
| style="vertical-align: top;" | Wizard Nexus
 +
| style="vertical-align: top;" | +1 wizard strength per hour
 +
| style="vertical-align: top;" | Sneaky Spies
 +
 
 +
Preservationist
 +
 
 +
Pastoral Planner
 +
|-
 +
| style="vertical-align: top;" | Preservationist
 +
| style="vertical-align: top;" | -15% food decay
 +
 
 +
-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;" | -2.5% exploring platinum cost
 +
 
 +
-1 draftee per acre explore cost (min 6)
 +
| style="vertical-align: top;" | Frugal Foragers
 +
 
 +
Preservationist
 +
 
 +
Architect's Touch
 +
 
 +
Fearless Adventurers
 +
|-
 +
| style="vertical-align: top;" | Architect's Touch
 +
| style="vertical-align: top;" | -2.5% construction platinum cost
 +
| style="vertical-align: top;" | Reforestation
 +
 
 +
Explorer's Intuition
 +
 
 +
Mana Pools
 +
|-
 +
| 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;" | +7.5% lumber production
 +
 
 +
+7.5% refund when destroying buildings
 +
| style="vertical-align: top;" | Dark Pact
 +
|-
 +
| style="vertical-align: top;" | Dark Pact
 +
| style="vertical-align: top;" | +5% wizard power
 +
 
 +
+7.5% mana production
 +
| style="vertical-align: top;" | Urg Smash Technique
 +
 
 +
Miser's Grasp
 +
|-
 +
| style="vertical-align: top;" | Master of Efficiency
 +
| style="vertical-align: top;" | -1.75% military training cost
 +
| style="vertical-align: top;" | Sleeper Agents
 +
 
 +
Explorer's Instinct
 +
|-
 +
| style="vertical-align: top;" | Pastoral Planner
 +
| style="vertical-align: top;" | +1.5% maximum population
 +
| style="vertical-align: top;" | Wizard Nexus
 +
 
 +
Menace
 +
|-
 +
| style="vertical-align: top;" | Explorer's Guile
 +
| style="vertical-align: top;" | -7.5% exploring platinum cost
 +
 
 +
-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;" | -50% exploring morale drop
 +
| style="vertical-align: top;" | Explorer's Intuition
 +
 
 +
Anti-Magic Sigils
 
|-
 
|-
| style="vertical-align: top;" | Mana Pools  
+
| style="vertical-align: top;" | Mana Pools
 
| style="vertical-align: top;" | -10% cost of spells
 
| style="vertical-align: top;" | -10% cost of spells
| style="vertical-align: top;" | Frugal Foragers, Explorer's Luck, Explorer's Intuition
+
| style="vertical-align: top;" | Architect's Touch
 +
 
 +
Night Watch
 +
|-
 +
| style="vertical-align: top;" | Shipwright's Ingenuity
 +
| style="vertical-align: top;" | +12.5% boat production
 +
| 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;" | +1 Fool's Gold protects ore/lumber
 +
 
 +
-20% Fool's Gold mana cost
 +
| 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;" | Menace
 +
| style="vertical-align: top;" | +1 mana production per tower
 +
 
 +
+2 mana production per tower for each war relation (max 2)
 +
| style="vertical-align: top;" | Pastoral Planner
 +
|-
 +
| style="vertical-align: top;" | Architect's Flourish
 +
| style="vertical-align: top;" | -7.5% construction platinum cost
 +
| style="vertical-align: top;" | Explorer's Guile
 +
 
 +
Anti-Magic Sigils
 +
|-
 +
| style="vertical-align: top;" | Anti-Magic Sigils
 +
| style="vertical-align: top;" | -1 black op spell duration
 +
| style="vertical-align: top;" | Fearless Adventurers
 +
 
 +
Night Watch
 +
|-
 +
| style="vertical-align: top;" | Night Watch
 +
| style="vertical-align: top;" | -25% draftees lost in assassination attempts
 +
 
 +
-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;" | Weather Manipulation
 +
| style="vertical-align: top;" | +2.5% food production
 +
 
 +
-12.5% enemy lightning bolt damage
 +
| style="vertical-align: top;" | Shipwright's Ingenuity
 +
 
 +
Lumberjack's Devotion
 +
 
 +
Urban Planner
 
|-
 
|-
| style="vertical-align: top;" | Explorer's Luck
+
| style="vertical-align: top;" | Lumberjack's Devotion
| style="vertical-align: top;" | -2 draftee per acre explore cost (min 6)
+
| style="vertical-align: top;" | -20% lumber rot
| style="vertical-align: top;" | ''none''
+
 
 +
-10% construction lumber cost
 +
| style="vertical-align: top;" | Weather Manipulation
 +
 
 +
Master of Resources
 
|-
 
|-
| style="vertical-align: top;" | Surplus Management
+
| style="vertical-align: top;" | Master of Resources
| style="vertical-align: top;" | -12.5% food decay, lumber rot, mana drain
+
| style="vertical-align: top;" | -1.75% military training cost
| style="vertical-align: top;" | Granaries, Banker's Friend
+
| style="vertical-align: top;" | Lumberjack's Devotion
 +
 
 +
Jeweller's Delight
 
|-
 
|-
| style="vertical-align: top;" | Banker's Friend
+
| style="vertical-align: top;" | Avatar of Ares
| style="vertical-align: top;" | +10% better exchange rates
+
| style="vertical-align: top;" | +2.5% offensive power
| style="vertical-align: top;" | Planar Emissaries, Surplus Management, Prefabrication
+
 
 +
+7.5% wizard power
 +
| style="vertical-align: top;" | Surveyor's Sense
 
|-
 
|-
| style="vertical-align: top;" | Prefabrication
+
| style="vertical-align: top;" | Master of Discipline
| style="vertical-align: top;" | -5% construction platinum cost  
+
| style="vertical-align: top;" | -1.75% military training cost
| style="vertical-align: top;" | Banker's Friend, Miser's Grasp
+
| style="vertical-align: top;" | Dark Artistry
 +
 
 +
Visionary Expansionist
 
|-
 
|-
| style="vertical-align: top;" | Miser's Grasp
+
| style="vertical-align: top;" | Dark Artistry
| style="vertical-align: top;" | -20% resources lost to theft
+
| style="vertical-align: top;" | +1 spy strength per hour
| style="vertical-align: top;" | Aquaponics, Prefabrication
+
 
 +
+1 wizard strength per hour
 +
| style="vertical-align: top;" | Master of Discipline
 +
 
 +
Ross' Benevolence
 
|-
 
|-
| style="vertical-align: top;" | Sleeper Agents
+
| style="vertical-align: top;" | Ross' Benevolence
| style="vertical-align: top;" | +1% max population, -12.5% spy losses on failed operations
+
| style="vertical-align: top;" | -1% platinum tax from Royal Guard
| style="vertical-align: top;" | Midas's Bargain, Dark Artistry  
+
| style="vertical-align: top;" | Night Watch
 +
 
 +
Dark Artistry
 +
 
 +
Survivalist Mentality
 
|-
 
|-
| style="vertical-align: top;" | Industrial Machinery
+
| style="vertical-align: top;" | Urban Planner
| style="vertical-align: top;" | +5% lumber production, ore production
+
| style="vertical-align: top;" | +1.5% maximum population
| style="vertical-align: top;" | Explorer's Instinct, Dark Artistry
+
| style="vertical-align: top;" | Weather Manipulation
 +
 
 +
Reinforced Bulwarks
 
|-
 
|-
| style="vertical-align: top;" | Pastoral Planner
+
| style="vertical-align: top;" | Jeweller's Delight
| style="vertical-align: top;" | +1.5% maximum population
+
| style="vertical-align: top;" | +2.5% gem production
| style="vertical-align: top;" | Sneaky Spies, Preservationist, Maelstrom
+
 
 +
-5% cost of self spells
 +
| style="vertical-align: top;" | Master of Resources
 +
 
 +
Reinforced Bulwarks
 
|-
 
|-
| style="vertical-align: top;" | Preservationist
+
| style="vertical-align: top;" | WaveHack's Expertise
| style="vertical-align: top;" | +25% food decay, lumber rot, mana drain
+
| style="vertical-align: top;" | -5% construction platinum cost
| style="vertical-align: top;" | Pastoral Planner, Explorer's Intuition
+
 
 +
-5% construction lumber cost
 +
 
 +
+3 boat capacity
 +
| style="vertical-align: top;" | Spy Network
 +
 
 +
Field Surgery
 
|-
 
|-
| style="vertical-align: top;" | Explorer's Intuition
+
| style="vertical-align: top;" | Surveyor's Sense
| style="vertical-align: top;" | -5% exploring platinum cost
+
| style="vertical-align: top;" | -12.5% rezoning platinum cost
| style="vertical-align: top;" | Mana Pools, Preservationist, Architects Touch, Fearless Adventurers
+
| style="vertical-align: top;" | Avatar of Ares
 +
 
 +
Ares' Favor
 
|-
 
|-
| style="vertical-align: top;" | Architects Touch
+
| style="vertical-align: top;" | Visionary Expansionist
| style="vertical-align: top;" | -2.5% construction platinum cost
+
| style="vertical-align: top;" | +1% maximum population
| style="vertical-align: top;" | Explorer's Luck, Explorer's Intuition, Arcane Bloodlines
+
 
 +
+15% population growth
 +
| style="vertical-align: top;" | Master of Discipline
 +
 
 +
Rations
 
|-
 
|-
| style="vertical-align: top;" | Miner's Spirit
+
| style="vertical-align: top;" | Survivalist Mentality
| style="vertical-align: top;" | +5% ore production
+
| style="vertical-align: top;" | +5% fewer casualties
| style="vertical-align: top;" | Surplus Management, Shipwright's Ingenuity
+
 
 +
+7.5% increased prestige gains
 +
| style="vertical-align: top;" | Ross' Benevolence
 +
 
 +
Rations
 
|-
 
|-
| style="vertical-align: top;" | Ancient Mines
+
| style="vertical-align: top;" | Reinforced Bulwarks
| style="vertical-align: top;" | +2.5% gem production
+
| style="vertical-align: top;" | +30% bonus to harbor investment
| style="vertical-align: top;" | Banker's Friend, Trick of the Light
+
 
 +
+30% bonus to towers investment
 +
| style="vertical-align: top;" | Urban Planner
 +
 
 +
Jeweller's Delight
 +
 
 +
Tributary System
 
|-
 
|-
| style="vertical-align: top;" | Urg Smash Technique
+
| style="vertical-align: top;" | Spy Network
| style="vertical-align: top;" | +5% refund when destroying buildings, +7.5% lumber production
+
| style="vertical-align: top;" | +1 spy strength per hour
| style="vertical-align: top;" | Dark Pact
+
| style="vertical-align: top;" | WaveHack's Expertise
 +
 
 +
Tributary System
 +
 
 +
Battle Commanders
 
|-
 
|-
| style="vertical-align: top;" | Dark Pact
+
| style="vertical-align: top;" | Field Surgery
| style="vertical-align: top;" | +7.5% mana production, +5% wizard power
+
| style="vertical-align: top;" | +0.75% maximum population
| style="vertical-align: top;" | Urg Smash Technique, Miser's Grasp
+
 
 +
+7.5% fewer casualties
 +
| style="vertical-align: top;" | WaveHack's Expertise
 
|-
 
|-
| style="vertical-align: top;" | Dark Artistry
+
| style="vertical-align: top;" | Ares' Favor
| style="vertical-align: top;" | +2 spy strength/wiz strength per hour
+
| style="vertical-align: top;" | +2.5% offensive power
| style="vertical-align: top;" | Sleeper Agents, Industrial Machinery
+
| style="vertical-align: top;" | Surveyor's Sense
 +
 
 +
Bunk Beds
 +
 
 +
Public Baths
 
|-
 
|-
| style="vertical-align: top;" | Maelstrom
+
| style="vertical-align: top;" | Rations
| style="vertical-align: top;" | +15% cyclone damage
+
| style="vertical-align: top;" | -2.5% food consumption
| style="vertical-align: top;" | Pastoral Planner, Master of Strategy
+
 
 +
+2 population from barren land
 +
| style="vertical-align: top;" | Visionary Expansionist
 +
 
 +
Survivalist Mentality
 +
 
 +
Public Baths
 
|-
 
|-
| style="vertical-align: top;" | Explorer's Guile
+
| style="vertical-align: top;" | Tributary System
| style="vertical-align: top;" | -1 draftee per acre explore cost (min 6), -7.5% exploring platinum cost
+
| style="vertical-align: top;" | +60% food production from prestige
| style="vertical-align: top;" | Night Watch
+
| style="vertical-align: top;" | Reinforced Bulwarks
 +
 
 +
Spy Network
 +
 
 +
Centralized Intelligence
 
|-
 
|-
| style="vertical-align: top;" | Fearless Adventurers
+
| style="vertical-align: top;" | Battle Commanders
| style="vertical-align: top;" | -50% morale drop when exploring
+
| style="vertical-align: top;" | +7.5% fewer casualties
| style="vertical-align: top;" | Explorer's Intuition, Architect's Flourish
+
| style="vertical-align: top;" | Spy Network
 +
 
 +
Carpenter's Knowhow
 
|-
 
|-
| style="vertical-align: top;" | Arcane Bloodlines
+
| style="vertical-align: top;" | Bunk Beds
| style="vertical-align: top;" | -5% cost of spies, -15% cost of wizards
+
| style="vertical-align: top;" | +2 barracks housing
| style="vertical-align: top;" | Architect's Touch, Wizard Nexus
+
| style="vertical-align: top;" | Ares' Favor
 +
 
 +
Carpenter's Knowhow
 
|-
 
|-
| style="vertical-align: top;" | Shipwright's Ingenuity
+
| style="vertical-align: top;" | Public Baths
| style="vertical-align: top;" | -7.5% boat production
+
| style="vertical-align: top;" | +30% population growth
| style="vertical-align: top;" | Miner's Spirit, Trick of the Light, Lumberjack's Devotion
+
| style="vertical-align: top;" | Ares' Favor
 +
 
 +
Rations
 +
 
 +
Ancestral Knowledge
 
|-
 
|-
|}
+
| style="vertical-align: top;" | Centralized Intelligence
 +
| style="vertical-align: top;" | -15% cost of spies
 +
 
 +
-5% cost of wizards
 +
| style="vertical-align: top;" | Tributary System
  
The full tech tree looks like this:  
+
Military Culture
 +
|-
 +
| style="vertical-align: top;" | Carpenter's Knowhow
 +
| style="vertical-align: top;" | -2.5% construction platinum cost
 +
| style="vertical-align: top;" | Battle Commanders
  
[[File:Tech_Tree_Visualised.gif]]
+
Bunk Beds
  
== General Information ==
+
Military Culture
  
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 %.
+
Surveyor's Insight
 +
|-
 +
| style="vertical-align: top;" | Ancestral Knowledge
 +
| style="vertical-align: top;" | -25% cost of racial spells
 +
| style="vertical-align: top;" | Public Baths
  
== Formulas ==
+
Surveyor's Insight
 +
|-
 +
| style="vertical-align: top;" | Military Culture
 +
| style="vertical-align: top;" | +5% increased prestige gains
 +
| style="vertical-align: top;" | Centralized Intelligence
  
=== Tech Cost ===
+
Carpenter's Knowhow
  
Research points must be spent to obtain techs. The formula for tech cost is as follows:
+
Battle Tactics
 +
|-
 +
| style="vertical-align: top;" | Surveyor's Insight
 +
| style="vertical-align: top;" | -7.5% rezoning platinum cost
 +
| style="vertical-align: top;" | Carpenter's Knowhow
  
<code>MAX(3780, ([maximum acres achieved] * 6.4))</code>
+
Ancestral Knowledge
  
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.
+
Battle Tactics
 +
|-
 +
| style="vertical-align: top;" | Battle Tactics
 +
| style="vertical-align: top;" | +5% fewer casualties
 +
| style="vertical-align: top;" | ''none''
 +
|-
 +
|}
  
=== Invasion RPs ===
+
The full tech tree looks like this:
  
Players may also obtain research points by attacking. The formula for gaining research points through invasion is as follows:
+
[[File:Tech_Tree_Visualised.gif]]
  
<code>Conquered Acres * 17</code>
+
== General Information ==
  
This includes both acres that you directly take from your target and the generated acres.
+
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%.
  
 
=== Pros ===
 
=== Pros ===
Line 191: Line 543:
 
* Great for Converters
 
* Great for Converters
 
* Inexperienced players
 
* Inexperienced players
 +
 +
== 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 ===
 +
 +
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.
 +
 +
If the target is less than 60% the size of the attacker, no research points are gained.
 +
 +
  Final RP<sub>t < 60%</sub> = 0
 +
 +
If the target is 60% or greater, first the base RP gain is calculated as
 +
 +
  BaseRP = Max (1000, DayOfRound / 0.03)
 +
 +
 +
When the target is greater than or equal to 60% and less than 75%, the base RP gain is halved.
 +
 +
  RP<sub>60% ≤ t < 75%</sub> = BaseRP * 0.5
 +
 +
  FinalRP<sub>60% ≤ t < 75%</sub> = RP<sub>60% ≤ t < 75%</sub> * (1 + WonderBonusPercentage) * (1 + RacialBonusPercentage)
 +
 +
When the target is greater than or equal to 75%, the attacker's schools are taken into account before wonder and racial bonuses.
 +
 +
  BaseSchoolBonus = (130 * Min (SchoolPercentage, SchoolPercentageCap)) * 100
 +
where SchoolPercentage is the attacker's percentage and SchoolPercentageCap is 20%.
 +
 +
  SchoolModifier = 1 – Min (0.75, Max (0, NumberOfRecentInvasions – 2) * 0.15)
 +
where NumberOfRecentInvasions is the number of times the target has been invaded in the last 72 hours, excluding when the target overwhelmed the attacker.
 +
 +
  RP<sub>t ≥ 75%</sub> = BaseRP + (BaseSchoolBonus * SchoolModifier)
 +
 +
  FinalRP<sub>t ≥ 75%</sub> = RP<sub>t ≥ 75%</sub> * (1 + WonderBonusPercentage) * (1 + RacialBonusPercentage)
 +
 +
 +
FinalRP<sub>60% ≤ t < 75%</sub> and FinalRP<sub>t >= 75%</sub> are rounded to the nearest whole number and will return with the slowest unit sent on the invasion.

Revision as of 00:37, 11 May 2021

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

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

-20% Fool's Gold mana cost

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

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%.

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

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

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.

If the target is less than 60% the size of the attacker, no research points are gained.

 Final RPt < 60% = 0

If the target is 60% or greater, first the base RP gain is calculated as

 BaseRP = Max (1000, DayOfRound / 0.03)


When the target is greater than or equal to 60% and less than 75%, the base RP gain is halved.

 RP60% ≤ t < 75% = BaseRP * 0.5
 FinalRP60% ≤ t < 75% = RP60% ≤ t < 75% * (1 + WonderBonusPercentage) * (1 + RacialBonusPercentage)

When the target is greater than or equal to 75%, the attacker's schools are taken into account before wonder and racial bonuses.

 BaseSchoolBonus = (130 * Min (SchoolPercentage, SchoolPercentageCap)) * 100

where SchoolPercentage is the attacker's percentage and SchoolPercentageCap is 20%.

 SchoolModifier = 1 – Min (0.75, Max (0, NumberOfRecentInvasions – 2) * 0.15)

where NumberOfRecentInvasions is the number of times the target has been invaded in the last 72 hours, excluding when the target overwhelmed the attacker.

 RPt ≥ 75% = BaseRP + (BaseSchoolBonus * SchoolModifier)
 FinalRPt ≥ 75% = RPt ≥ 75% * (1 + WonderBonusPercentage) * (1 + RacialBonusPercentage)


FinalRP60% ≤ t < 75% and FinalRPt >= 75% are rounded to the nearest whole number and will return with the slowest unit sent on the invasion.