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The research performed in your laboratories can improve multiple areas in your economy and military. The overview shows the amount of science points produced by your laboratories during the last turn. These science points, however, are only one part of the research effort; all research needs also to be funded by gold.
For every used science point 2 uints of gold are needed.
So, a lot of gold is required for research. This gold has to be deposited in advance into the research fund and is withdrawn from there in every turn. If there is not enough gold in the fund, all gold is used up to fund as many science points as possible; then, research is stopped.
The various research areas are structured into 6 paths, which each consist of 10 levels.
There is the Path of the Peasantry, the Path of the Military, the Path of Siege, the Path of Handcraft, the Path of Espionage and the Path of Seafaring.
Only one path is researched at a time. The currently researched path is marked with a candle to the left side. The path can be switched my selecting it at the left side and clicking the "research"-button. Path-switching can take place at any time; previously acquired research is not lost this way.
The current research status of the respective path is shown as a gray bar. When the bar is full, then the next research level has been achieved. When a path has been fully completed, the research of another path is started (or continued) automatically; this automatic switching always starts at the topmost unfinished path.
The research success is also reflected in the ranking - the score is increased by 1 for each 8 science points used in research.
The regular weapon quality for calculating the combat value is 5. Metallurgy 1 increases this number to 12 and Metallurgy 2 to 20.
The Path of the Peasantry
| Research | Type | Explanation |
| Scythe | Immediate Effect | The harvest on grain fields is increased by 5%. |
| Granary | Immediate Effect | The grain loss in the stock because of rotting is reduced by 4% (from the initial 10%). |
| Fatigue Duty | Immediate Effect | The construction time for all structures is reduced by 15%. |
| Plow | Immediate Effect | The harvest from grain fields is increased by a further 5%, totaling 10%. |
| Storage Depot | Immediate Effect | The grain loss in the stock because of rotting is now reduced by 7% total (from the initial 10%). |
| Herbalism | Immediate Effect | Population growth is increased by 20% (independent of the rations setting - see also Nahrung). |
| Crop Rotation | Immediate Effect | The harvest from grain fields is increased by a further 5%, totally 15%. |
| Industrial Cooperative | Immediate Effect | The construction time for all structures is reduced by another 15%, totally 30 %. |
| Civil Defence | Immediate Effect | The limit for militias is increased by 50%. Now not just 20%, but 30% of the field's population can be recruited. |
| Hygiene | Immediate Effect | The rotting of grain in stock is now completely eliminated. |
The Path of the Military
| Research | Type | Explanation |
| Training Camp | Immediate Effect | Generals will be one rank higher after training a new army or splitting an existing army. The commanders now start at the rank of Chief Youngling. |
| Military Training Area | Immediate Effect | Increases the troup quality value of swordsman. |
| Archery | Immediate Effect | Increases the troup quality value of archers. |
| Barracks | Immediate Effect | Generals will be two ranks higher after training a new army or splitting an existing army. The commanders now start at the rank of Master Youngling. |
| Medicine | Immediate Effect | Losses in combats are reduced by 10%. |
| Riding Range | Immediate Effect | Increases the troup quality value of horsemen. |
| Tactics | Immediate Effect | Armies are less exhausted after combats. |
| Field Kitchen | Immediate Effect | Armies reduce the exhaustion faster (with 2 points each turn). An extra bonus is added in castles. |
| Military Academy | Immediate Effect | Generals will be four ranks higher after training a new army or splitting an existing army. The commanders now start at the rank of Chief Hemmer |
| Field Hospital | Immediate Effect | Losses in combats are reduced by another 10%, totaling 20%. |
The Path of Siege
| Research | Type | Explanation |
| Arrow Slits | Immediate Effect | The enhanced supporting fire in castles is made possible by this research area. |
| Ballista | Slot expansion/Unit |
Ballistas add another bonus to the heavy supporting fire (similar to the archers' supporting fire). The maximum bonus is reached when an army contains at least 10% ballistas. A castle slot with ballistas carries 4 ballistas, which are added towards the militia in the castle. This slot expansion may be build in any number. |
| Scaling Ladders | Immediate Effect |
Every soldier (swordsman, archer, horseman), that has a scaling ladder, is multiplied by 1.1 during an attack on a castle. This research area gives every soldier a scaling ladder; less than 100% scaling ladders may be present during combat if an ally, who has not yet researched "Scaling Ladders", supplies some of the involved troups. |
| Fortified Towers 1 | Slot expansion | The defense bonus of a castle is increased by 5%. This expansion can be build only once for each castle. If "Fortified Towers 2" are already present in the castle, they will be replaced with the newly built "Fortified Towers 1". |
| Blacksmith | Immediate Effect |
With this research area, all castles produce 2 weapons for each expansion level. Sabotaging a castle reduces the training speed of armies as well as weapon production. More can be read under Castle. |
| Siege Towers | Unit |
Every siege tower has a capacity of 100 men. Every man that finds a spot in a siege tower counts as 1.5 men during castle sieges. The rest of the troups uses scaling ladders (if present). |
| Mangonel | Slot expansion |
Every mangonel Increases the combat value of the castle's defense by 3-5 points. This slot expansion may be built without any limit. |
| Trebuchet | Unit |
Trebuchets cause 3-5 points damage on a castle. The maximum damage is 80% of the castle's bonus. |
| Fortified Towers 2 | Slot expansion |
The defense bonus of a castle is increased by 10%. This expansion can be build only once for each castle. If "Fortified Towers 1" are already present in the castle, they will be replaced with the newly built "Fortified Towers 2". |
| Burning Pitch | Slot expansion |
Every slot increases the attacker's losses by 10 %. Example: attacker would have 10 % losses usually, but with 7 slots of Burning pitch the losses are increased by 70 % -> attacker has 17 % losses. This slot expansion can be built wihout limit. |
The Path of Handcraft
| Research | Type | Explanation |
| Pulley | Immediate Effect | The output of quarries is increased by 5%. |
| Huge Saw | Immediate Effect | The woodcutter cut down 5% more trees. |
| Ore Processing | Immediate Effect | 5% more ore is mined in ore mines. |
| Metallurgy I | Immediate Effect | The weapon quality is increased from the basic value of 5 to 12. This value is incorporated into the calculation of the combat value. |
| Mineralogy | Immediate Effect | The output of the quarries is increased by another 5%, meaning a total increase of 10%. |
| Gold Processing | Immediate Effect | 5% more gold is mined in gold mines. |
| Mechanization I | Immediate Effect | Mechanization in the forestry increases the production of logs by another 5% to a total of 10%. |
| Mechanization II | Immediate Effect | The mining of ore is increased by Mechanization. this leads to another 5% additionally mined ore, meaning a total of 10%. |
| Metallurgy II | Immediate Effect |
An improved alloying technique leads to an even better weapon quality. This accounts for 20 points of the troup quality; this does not hold true for militias, though. |
| Mint | Immediate Effect | By refinement the output of gold in increased by a further 5%, meaning a total of 10%. |
The Path of Espionage
| Research | Type | Explanation |
| Poisoner | Immediate Effect | The espionage action "Posison well" kills 20% more of the population on the field. |
| Secret library | Immediate Effect |
Own and allied spies receive an additional 15% more experience in the owned guilds (at most 130). |
| Rhetoric | Immediate Effect | Propaganda now persuades 20% more of the militia to desert. |
| Forged Documents | Immediate Effect | The chances for escaping after exposure of a spy are increased. |
| Fire Accelerants | Immediate Effect | Sabotage impedes the buildings 20% longer. |
| Great Auditorium | Immediate Effect | The limit for spies is raised (see also Formulary). |
| Camouflage | Immediate Effect | A 20% higher attack bonus can be achieved during a castle's infiltration. |
| Thieve's Tools | Immediate Effect | The spies are less exhausted after performing an espionage action. |
| Psychological Warfare | Immediate Effect | The hostile army can be exhausted an additional 20% by the espionage activity "Impede advance". |
| Assassins Training | Immediate Effect | The chances for success are increased by 20% when attempting the assassination of a general. |
The Path of Seafaring
| Research | Type | Explanation |
| Small Galley | Unit | Small galleys can be constructed. |
| Medium Galley | Unit | The construction of medium galleys is possible. |
| Light Naval Catapult | Ship's weapon | Ships may be outfitted with light naval catapults during their construction; these catapults allow for attacks during short distances. |
| Large Galley | Unit | Large galleys can be built now. |
| Longship | Unit | From now on, longships can be engineered. |
| Heavy Naval Catapult | Ship's weapon | Ships may be outfitted with heavy naval catapults during their construction (attacks during short and far distance possible). |
| Enhanced Shipping Space | Immediate Effect | All newly built ships have 20% more cargo space. This does not apply to previously built ships. |
| Caravelle | Unit | Caravelles can be built now. |
| Greek Fire | Ship's weapon | Ships can be outfitted with devastating fire projectiles. |
| Carrack | Unit | Building carracks is possible now. |
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