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 | ||||
|---|---|---|---|---|
| Name | Effect | Level | Research time | Cost |
| Field-glass | Doubles exploration efficiency. | 1 | 30 | 50000 |
| Convertion | Increases the number of peasants joining your kingdom after capturing land from an enemy. | 2 | 50 | 300000 |
| Transport | Reduces attack time to 18 days. | 3 | 60 | 500000 |
| Leadership | Increase minumum Basic Army Strength to 0 and gives natural Basic Army Strength growth (there is small chance that BAS will increase every day). | 4 | 40 | 400000 |
| Improved Law System | Reduces your kingdom’s final crime rate by 50%, significantly improving economic stability and allowing larger realms to be governed more efficiently. | 5 | 70 | 500000 |
| Tactical Knowledge | Greatly improves chances of victory in combat (+10% for one of the victory conditions). | 6 | 100 | 2500000 |
| Tree 2 | ||||
|---|---|---|---|---|
| Name | Effect | Level | Research time | Cost |
| Habitation | Increases the number of peasants per house to 115. | 1 | 40 | 200000 |
| Commerce | Increases gold production. | 2 | 60 | 300000 |
| Animal training | Increases animal weapon production by 20%. The animal production increased depends on the player’s race. | 3 | 15 | 100000 |
| Blacksmithing weapon name | Increases weapon production by 20%, there is one technology for each type of weapon. | 4-8 | 15 | 100000 |
| Carpentry | Increases building construction speed by 50%. | 9 | 60 | 400000 |
| Barrack | Increases the number of men that can be housed in a guard house to 65. | 10 | 50 | 300000 |
| Training techniques | Increases unit production speed by 25%. | 11 | 100 | 1000000 |
| Fortification | Decreases enemy attack power by 5% when defending a castle. | 12 | 125 | 400000 |
| Tree 3 | ||||
|---|---|---|---|---|
| Name | Effect | Level | Research time | Cost |
| Irrigation | Increases the number of food produced per farm by 15. | 1 | 150 | 50000 |
| Machinery | Decreases the optimal worker level for Mines to 85. | 2 | 175 | 200000 |
| Wood Recycling | Increases wood production by 1.5 per Mill. | 3 | 240 | 300000 |
| Tree 4 | ||||
|---|---|---|---|---|
| Name | Effect | Level | Research time | Cost |
| New Spells | Adds new spells to your spellbook. See Chapter 4 for more details on these spells. | 1-4 | 50-110 | 150000-900000 |
| Insight | Decreases wizard rest time. They will rest at a rate of 2 per school per day. | 5 | 150 | 100000 |
| Magical Instruments | Greatly improves spell casting success. | 6 | 100 | 2000000 |
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 | ||
|---|---|---|
| Race | Technology | Effect |
| Dwarf | True Silver | Researching 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. |
| Elf | Magic Field | This 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. |
| Gnome | Explosive powder | This technology allows you to build explosive projectiles for your catapults, increasing their attack radius. |
| Human | Clerical Magic | This 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%. |
| Orc | Cloacking | This technology will provide your shadow warriors equipment suited to hide in different areas more effectively, decreasing the chances of being found by 15%. |
| Undead | Dark Magic | Includes 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 |
