Technology

New technologies are what make you more powerful than your opponents and enable you to defeat them with minimal losses. Each technology give valuable advantages to your units and to your kingdom.

There are eight basic technology trees available to all races, four of which improve your combat ability and the other four having varying effects depending on the level of research.

Sharper Blades

The first combat technology increases the damages dealt by blade weapons; each level in this technology will increase by +1 the attack dealt by all units using bladed weapons. This bonus applies to melee OR short-range (units with both melee/short attack, only the short attack will get the bonus). The bonus does not affect long-ranged attacks of any kind.
Racial Notes: Catapults are not affected, as they deal only ranged damage. Units with both long-range and melee, such as Balista or Axe Thrower, are buffed only for their melee attack. Units with both melee and short-ranged attacks, such as Dwarf Runners or Human Knights, will receive the bonus only for their short attack.

Improved Long-Range

The second combat technology improve your long-ranged attacks range by creating better bows, changing the shape of throwing axes or by creating more effective slings. This allows your men to attack more often before close combat and therefore to deal more damages. This technology is pretty expensive and only has one level, but can be very useful for an army consisting mainly of archers and long-ranged men.

Armor Tech

The third and forth combat technologies have basically the same effect and improve your army defense. Each armor type can be improved using this technology, but the lower level ones can usually reach a higher level. Like the blade technology, each technology point in armor resistance will increase your defense by +1.

The next four technology trees are listed in the table below, and each technology can be researched only if all the technologies preceding it in the same technology tree are researched, that is, each tree must be researched in order. It is important to note that all technologies are cummulative and that if you research a higher level technology, the ones already researched will remain active.

Here are the technologies divided in their respective trees:

Tree 1
NameEffectLevelResearch timeCost
Field-glassDoubles exploration efficiency.13050000
ConvertionIncreases the number of peasants joining your kingdom after capturing land from an enemy.250300000
TransportReduces attack time to 18 days.360500000
LeadershipIncrease minumum Basic Army Strength to 0 and gives natural Basic Army Strength growth (there is small chance that BAS will increase every day).440400000
Improved Law SystemReduces your kingdom’s final crime rate by 50%, significantly improving economic stability and allowing larger realms to be governed more efficiently.570500000
Tactical KnowledgeGreatly improves chances of victory in combat (+10% for one of the victory conditions).61002500000

Tree 2
NameEffectLevelResearch timeCost
HabitationIncreases the number of peasants per house to 115.140200000
CommerceIncreases gold production.260300000
Animal trainingIncreases animal weapon production by 20%. The animal production increased depends on the player’s race.315100000
Blacksmithing weapon nameIncreases weapon production by 20%, there is one technology for each type of weapon.4-815100000
CarpentryIncreases building construction speed by 50%.960400000
BarrackIncreases the number of men that can be housed in a guard house to 65.1050300000
Training techniquesIncreases unit production speed by 25%.111001000000
FortificationDecreases enemy attack power by 5% when defending a castle.12125400000

Tree 3
NameEffectLevelResearch timeCost
IrrigationIncreases the number of food produced per farm by 15.115050000
MachineryDecreases the optimal worker level for Mines to 85.2175200000
Wood RecyclingIncreases wood production by 1.5 per Mill.3240300000

Tree 4
NameEffectLevelResearch timeCost
New SpellsAdds new spells to your spellbook. See Chapter 4 for more details on these spells.1-450-110150000-900000
InsightDecreases wizard rest time. They will rest at a rate of 2 per school per day.5150100000
Magical InstrumentsGreatly improves spell casting success.61002000000

The research time and cost for gnomes is 10% lower than these numbers.

The last technology depends on your race and is unique to each of them. The table below will give you the different technologies depending on each race.

Technology
RaceTechnologyEffect
DwarfTrue SilverResearching new materials for shield creating has been found to help in many great armies. It is believed that many dwarven leaders found a new metal called True Silver that is one of the most resistant material ever found. With this metal, they were able to create thougher shields for their shieldbearers.
ElfMagic FieldThis new technology consists in researching a new spell for your mages allowing them to cast kingdom spells (as wizards normally do). Note that mage spells are identified by a * in the spell casting options.
GnomeExplosive powderThis technology allows you to build explosive projectiles for your catapults, increasing their attack radius.
HumanClerical MagicThis new technology allows your trainers to include clerical magic in the knight formation allowing them to heal your wounded units in combat and to reduce your combat losses. The damages dealt to your units will be reduced by 0.5% per percent of paladins in your army, but never by more than 25%. For example, an army of 100 paladins and 300 other units would have it’s damages reduced by 12.5%.
OrcCloackingThis technology will provide your shadow warriors equipment suited to hide in different areas more effectively, decreasing the chances of being found by 15%.
UndeadDark MagicIncludes dark magic in the formation of your Dark knights allowing them to become warlocks and therefore cast spells from a distance (Long Range attack).

It is important to keep in mind that one should not research new technologies unless he can really afford it because not only are these new acquisition very expensive to research, but they take a lot of time to get. However, they can be very good long term investment.

Advanced Technologies

Advanced Technologies are branching upgrades that unlock powerful specialization paths for your kingdom. In most cases, each advanced tree begins with a gateway technology that must be researched first before the deeper technologies in that tree become available. Once you research one of the later branch options at the same branch level, the other technologies on that same branch path become unavailable, so plan your choices carefully. Unlike the basic technology trees, Advanced Technologies are designed around specialization rather than full completion.

Armory

Name

Effect

Branch Level

Tech Points

Crown’s Forged Supply

Adds a flat +1 production to each armament category for every castle you own. This bonus applies directly to forge output, not merely to production capacity.

1

10

Arming the Vanguard

A set of race-specific forge specializations. Each researched branch increases production of one armament category by 40%, stacking with earlier blacksmithing technologies and racial production bonuses. Only 1 armory unit can be upgraded.

2

40

Food

Name

Effect

Branch Level

Tech Points

Geomantic Agronomy I

Improves the Growing Crop spell, increasing its food bonus by 10% while the spell is active.

1

18

Geomantic Agronomy II

Further strengthens Growing Crop. This bonus stacks with Geomantic Agronomy I if both are researched.

2

36

Essence of the Earth

An alternate Growing Crop upgrade that extends the spell’s duration to 12 hours.

2

36

Name

Effect

Branch Level

Tech Points

Master Harvesters’ Guild

Raises the optimal farm staffing level from 60 to 70 workers per farm before diminished returns begin.

1

12

Druidic Harvest Chants

While out of protection, increases food production by 1% per general, up to 4%.

2

24

Royal Granary Architecture

While under protection, increases food production by 1% per castle.

3

36

Armored Grain Convoys

While out of protection, increases food production by 1% per castle.

3

36

Wood

Name

Effect

Branch Level

Tech Points

Master Lumberjacks’ Guild

Raises base wood production from 5.0 to 5.3 per production step.

1

12

High Dendromancy

While out of protection, increases wood production by 1% per general, up to 4%.

2

24

Siege Geometry

While under protection, increases wood production by 1% per castle.

3

36

Escorted Supply Lines

While out of protection, increases wood production by 1% per castle.

3

36

Iron

Name

Effect

Branch Level

Tech Points

Master Miners’ Guild

+10% base iron production.

1

12

Deep Earth Geomancy

While out of protection, increases iron production by 1% per general, up to 4%.

2

24

Blast Furnace Blueprints

While under protection, increases iron production by 1% per castle.

3

36

Ore Transport Security

While out of protection, increases iron production by 1% per castle.

3

36

War

Name

Effect

Branch Level

Tech Points

Mercenary Doctrine

Unlocks economic raiding during attacks. Successful attacks steal extra resources from the defender: 50% of their gold production, plus 50% of their maximum possible food, wood, and iron production.

1

24

Midas Morale Mantras

Enhances economic raiding by stealing an additional 100% of the defender’s gold production on successful attacks.

2

48

Yew-Yield Yielding

Enhances economic raiding by stealing an additional 100% of the defender’s maximum wood production on successful attacks.

2

48

Anvil Allegiance Arts

Enhances economic raiding by stealing an additional 100% of the defender’s maximum iron production on successful attacks.

2

48

Name

Effect

Branch Level

Tech Points

Souls Refrain

Reduces defending troop casualties by 10% in battle. This applies only to regular troops on defense and does not affect wizards.

1

32

Martyr’s Zeal

When you lose a battle, your kingdom immediately performs an extra military training tick. This trains troops from your pending queues using normal training speed and housing limits.

2

38

Vanquisher’s Haste

After winning a battle, your kingdom immediately performs an extra military training tick. This trains troops from your pending queues using normal training speed and housing limits.

2

38

Magic

Name

Effect

Branch Level

Tech Points

Arcane Cleansing

Unlocks the Dispel spell, allowing your kingdom to purge all active magical effects on your kingdom.

1

20

Selective Purification

Refines Dispel so that it removes only harmful spells, preserving beneficial enchantments already active on your kingdom.

2

40

Mirror Of Fate

Unlocks a self-cast protective spell (Reflect) that places a magical barrier on your kingdom for 12 game days. Reflect spell gives a 50% chance to negate and 10% chance to reflect offensive spells.

2

40

Population

Name

Effect

Branch Level

Tech Points

Handwashing Technique

Medical experts discover that handwashing increases birth survival rates, increasing population growth.

1

20

Vital Surge

Doubles Natural Growth effectiveness.

2

30

Enduring Bloom

Doubles Natural Growth duration.

2

30