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Forum : Suggestion Box
AuthorTopic : Technology overhaul
Rog Ironfist Gold Member
Joined 8/04/2003
Posts : 1449

Posted : Sunday, 16 January 2005 - 09:49

The current available technologies

Castle
Taxes Introducing small taxes into your general population gives +1000 gold income per turn.
Recon Basic Recon research allows spying on other players but with only 50% success rates. Allows Outposts.
Commerce A basic commerce system grants future resource income techs. Allows MarketPlaces.
Military Basic Military skills allows the building of the Military Acadamy and Barracks can learn new troop types.
Castle Protection Castle Protection prevents normal troops from taking over an empty castle.
Castle Defense All troops within the Castle take 20% less damage from melee or ranged attacks.

Outpost
Outpost Range Improvements in Outpost design gives Outposts an extra 2-tiles in viewing range.
Spy Network With a Spy Network established, recon reports are more detailed and have only a 10% chance of failure.
Advanced Outposts Advanced improvements in Outpost design gives Outposts an extra 4-tiles in viewing range.
Expert Outposts Expert improvements in Outpost design gives Outposts an extra 6-tiles in viewing range.

MarketPlace
Market Wares Higher quality wares and sales tactics reduces all transaction costs by 50%.
Tax Reform Advanced Tax-Reform yields higher Gold income.
Advanced Trading Advanced Trading allows marketplaces to trade up to 500 resources per transaction.
Expert Trading Expert Trading allows you to trade resources at almost cost prices.
Market Tribute Your market vendors now send tributes bringsing approx 20-25 of each resource and 6-9 Gems per turn.
Market Tribute II A busier Marketplace enhances your tribute and brings in another 20-25 of each resource and 6-9 Gems per turn.
Market Tribute III A busier Marketplace enhances your tribute and brings in another 20-25 of each resource and 6-9 Gems per turn.

Blacksmith
Construction Advanced Construction techniques enables Commandeers to build all NEW buildings 25% faster.
Building Materials Better use of building materials and equipment reduces the costs of all NEW buildings by 25%.
Wood Panelling Light shielding improves health of NEW buildings by +25%. Increases Wood costs also.
Stone Shielding Advanced shielding improves health of NEW buildings by a further +25%. Increases Stone costs also.
Palisades Allows building of Palisades; small wooden fences.
Stone Walls Allows building of Stone Walls.
Drawbridges Allows building of DrawBridges, which only your armies may pass through.
Towers Allows building of Towers, defensive structures that grant armies bonus to range and defense.
TakeOver Protection TakeOver Protection makes all your buildings twice as hard for enemies to take over.
Metal Reinforcements Use of metal in critical spots strengthens natural weak spots in buildings, making it more difficult to destroy them. Also increases Metal costs.
Architecture Educates commandeers and works in the skills of planning and design. Such skill makes all new buildings more sturdy.

Military Academy
Advanced Training Advanced Training increases all troop production by +50%.
Archery Basic archer training allows the recruitment of Archers.
Advanced Recruitment Allows the deployment of troops from Barracks into higher level armies.
Expert Recruitment Allows transferring low level troops into higher level armies on the battlefield.
Advanced Armor Armor protects troops from melee attacks giving +10 to Defend Skill.
Expert Armor Expert Armor protects troops from melee attacks giving a further +10 to Defend Skill.
Advanced Weapons Advanced Weapons grants troops a +10 increase in Attack skill.
Expert Weapons Expert Weapons grants troops a further +10 to Attack skill.
Master Armor Master Armor protects troops from melee attacks giving a further +10 to Defend Skill.
Master Weapons Master Weapons grants troops a further +10 to Attack skill.

plus...

Last Edited : Sunday, 16 January 2005 - 09:51

Rog Ironfist Gold Member
Joined 8/04/2003
Posts : 1449

Posted : Sunday, 16 January 2005 - 09:50

And…
Training Guild
Snow Travel Snow Travel increases movment on Snow/Ice terrain by +10%.
Cursed Travel Dead/Cursed Travel increases movment on Dead/Cursed Earth terrain by +10%.
Rough Travel Rough Travel increases movment on Rough/Rocky terrain by +10%.
Swamp Travel Swamp Travel increase movment on Swamp terrain by +10%.
Grass Travel Grass Travel increases movment on Grass/Woodlands terrain by +10%.
Scouting Enhanced scouting techniques increases troops visual range by +1.
Awareness Special training makes your troops more aware of their surroundings adding +2 to their view range.
Eagle Eye Expert training enhances your troops visual range by +3 total.

Last Edited : Sunday, 16 January 2005 - 15:24

Rog Ironfist Gold Member
Joined 8/04/2003
Posts : 1449

Posted : Sunday, 16 January 2005 - 09:51

Suggested new division and missing techs (please notice corrected spelling mistakes ):

Castle
Taxes Introducing small taxes into your general population gives +1000 gold income per turn.
Tax Reform Advanced Tax-Reform yields higher Gold income.
Government ?
Empire ?

Outpost
Recon Basic Recon research allows spying on other players but with only 50% success rates. Allows Outposts.
Outpost Range Improvements in Outpost design gives Outposts an extra 2-tiles in viewing range.
Spy Network With a Spy Network established, recon reports are more detailed and have only a 10% chance of failure.
Advanced Outposts Advanced improvements in Outpost design gives Outposts an extra 4-tiles in viewing range.
Expert Outposts Expert improvements in Outpost design gives Outposts an extra 6-tiles in viewing range.

MarketPlace
Commerce A basic commerce system grants future resource income techs. Allows MarketPlaces.
Market Wares Higher quality wares and sales tactics reduces all transaction costs by 50%.
Advanced Trading Advanced Trading allows marketplaces to trade up to 500 resources per transaction.
Expert Trading Expert Trading allows you to trade resources at almost cost prices.
Market Tribute Your market vendors now send tributes bringing approx 20-25 of each resource and 6-9 Gems per turn.
Market Tribute II A busier Marketplace enhances your tribute and brings in another 20-25 of each resource and 6-9 Gems per turn.
Market Tribute III A busier Marketplace enhances your tribute and brings in another 20-25 of each resource and 6-9 Gems per turn.

Plus...

Last Edited : Sunday, 16 January 2005 - 09:52

Rog Ironfist Gold Member
Joined 8/04/2003
Posts : 1449

Posted : Sunday, 16 January 2005 - 09:53

Blacksmith
Building Materials Better use of building materials and equipment reduces the costs of all NEW buildings by 25%.
Construction Advanced Construction techniques enables Commandeers to build all NEW buildings 25% faster.
Castle Protection Castle Protection prevents normal troops from taking over an empty castle.
Castle Defence All troops within the Castle take 20% less damage from melee or ranged attacks.
Wood Panelling Light shielding improves health of NEW buildings by +25%. Increases Wood costs also.
Stone Shielding Advanced shielding improves health of NEW buildings by a further +25%. Increases Stone costs also.
Palisades Allows building of Palisades; small wooden fences.
Stone Walls Allows building of Stone Walls.
Drawbridges Allows building of DrawBridges, which only your armies may pass through.
Towers Allows building of Towers, defensive structures that grant armies bonus to range and defence.
TakeOver Protection TakeOver Protection makes all your buildings twice as hard for enemies to take over.
Metal Reinforcements Use of metal in critical spots strengthens natural weak spots in buildings, making it more difficult to destroy them. Also increases Metal costs.
Architecture Educates commandeers and works in the skills of planning and design. Such skill makes all new buildings more sturdy.

Military Academy
Military Basic Military skills allows the building of the Military Academy and Barracks can learn new troop types.
Advanced Training Advanced Training increases all troop production by +50%.
Archery Basic archer training allows the recruitment of Archers.
Shields ?
Advanced Recruitment Allows the deployment of troops from Barracks into higher level armies.
Expert Recruitment Allows transferring low level troops into higher level armies on the battlefield.
Advanced Armour Armour protects troops from melee attacks giving +10 to Defend Skill.
Expert Armour Expert Armour protects troops from melee attacks giving a further +10 to Defend Skill.
Advanced Weapons Advanced Weapons grants troops a +10 increase in Attack skill.
Expert Weapons Expert Weapons grants troops a further +10 to Attack skill.
Master Armour Master Armour protects troops from melee attacks giving a further +10 to Defend Skill.
Master Weapons Master Weapons grants troops a further +10 to Attack skill.

Training Guild
Snow Travel Snow Travel increases movement on Snow/Ice terrain by +10%.
Cursed Travel Dead/Cursed Travel increases movement on Dead/Cursed Earth terrain by +10%.
Rough Travel Rough Travel increases movement on Rough/Rocky terrain by +10%.
Swamp Travel Swamp Travel increase movement on Swamp terrain by +10%.
Grass Travel Grass Travel increases movement on Grass/Woodlands terrain by +10%.
Scouting Enhanced scouting techniques increases troops visual range by +1.
Awareness Special training makes your troops more aware of their surroundings adding +2 to their view range.
Eagle Eye Expert training enhances your troops visual range by +3 total.

Last Edited : Sunday, 16 January 2005 - 15:24

Hankyspanky
Joined 3/07/2004
Posts : 648

Posted : Sunday, 16 January 2005 - 10:29

uhh... sorry but isn't this a bit useless everybody can see this under the upgrade.....

Rog Ironfist Gold Member
Joined 8/04/2003
Posts : 1449

Posted : Sunday, 16 January 2005 - 11:06

@hanky - "uhh... sorry but isn't this a bit useless everybody can see this under the upgrade....."

Well thanks for letting us all know that hanky. I suggest that if you haven't a contribution or something positive to say just shut up.

The point of the post was to show some people that never get to high levels of income or technology investment, what the technologies look like. And No, you don't get to even see some of these technologies if you don't last to the final top places in a long game.

Besides, there's also the altered positions of some of the technologies in my suggestion. Those of you who might want to contribute to the discussion, please comment.

Cheers

Hankyspanky
Joined 3/07/2004
Posts : 648

Posted : Sunday, 16 January 2005 - 12:23

i'm sorry for giving my opinion Rog, but why can't i post my opinion in your thread when it is negative, i appreciate all your work at this thread , but still i think it's a bit useless......

sorry if i have offended you , that was not the meaning of my post but i just wanted to give my opinion about it..

Rog Ironfist Gold Member
Joined 8/04/2003
Posts : 1449

Posted : Sunday, 16 January 2005 - 12:46

Hanky, what you wrote is not an opinion. An opinion is when you relate to the contents of the post and tell us what you think about the different technologies or their grouping, which was the point of the thread.

What you did was criticise and not even a constructive criticism at that. This is not a football game where you shout to the player from the stands and call him 'crap'! If you have criticism which is related to the topic say it otherwise HUSH!

Telling someone that their work is useless, especially when they perceive it not to be so, is very bad form. You are most welcome to post your opinion which I rate highly, but no empty grading of my work. Calling it useless is a mistake until you can post something better.


...and to the point itself, ... if you have something to say about the actual technologies please do. Otherwise... I'm sending you to Coventry!

The_Seeker
Joined 28/07/2004
Posts : 128

Posted : Sunday, 16 January 2005 - 17:56

I posted this thought in another thread, but this may be the better place for it.

Since all the techs are being revamped, how about this addition...

It would fall under the training techs somewhere, but have the ability to choose to have a tech that allows you to train even more troops per barracks/turn.

Right now you have 2 drop downs to select which troops you want to train that turn...you either have them both set to the same troop, i.e.- both set to scouts, or one on scouts and one on another. The new tech will give you 2 more drop downs for that same barracks, for a total of 4 (or even more...possibly 6 per barracks). You can train either 4 different troops at weak population, or one troop type at large population, or any combination in between. I guess it would fall somewhere between expert training and master training on the tech tree. Maybe call it training diversity?

TaurusRex Gold Member
Joined 14/06/2002
Posts : 3595

Posted : Sunday, 16 January 2005 - 23:50

Well I'm not going to criticize because I think there is a problem but IMO it is as I mentioned before in the thread that I closed (i.e. that we need to see flow (i.e. we need to be directed which way to go)). It may be there but I think a beginner would have difficulty to determine it and my example to explain what I mean is certainly proof that I don't know how to begin to show the flow of which way to go either. I do think it is necessary though because as I have said the game IMO is not conducive to "trial and error" because it can take weeks to learn that the wrong tech path has been followed. Again I admit and apologize that I didn't take the trouble to orient my example with actual game elements but here is an example of what I mean by flow:

Pig
|
v
butcher-->meat processor-->bacon-->ham-->pork chops
......................................................|
......................................................v
Hen--->eggs--->crate--->market--->frying pan
Rooster
|
v
Hen-->fertilized eggs-->chickens-->market-->barbecue
...............................|
...............................v
.............................chicks-->Hen
...............................|
...............................v
.............................Rooster

PS:
Again I'm not trying to be funny and of course most of us can explain how bacon and eggs end up in a frying pan without the need of a diagram but I'm not so sure a diagram wouldn't better help to explain how we are able to build a "military academy" and then gain benefits like "advanced training" because of it.
Yes a page with a formal explanation is welcome but what is needed also is a "road map" that shows us lazy youngsters how to get there.

TR

Last Edited : Monday, 17 January 2005 - 00:33

Rog Ironfist Gold Member
Joined 8/04/2003
Posts : 1449

Posted : Monday, 17 January 2005 - 03:08

Well, I think TR's suggestion is a must as it will encourage more people to play and stay for longer. It will make all things rather more logical if all technologies has some kind of common sense flow chart. And this might lead us to the question of whether the demons technologies should be equal in scope and scale and follow the same route as the medieval.

I think Seeker's suggestion regarding optional training regimes is also good but maybe should be a technology option by itself. Otherwise, new players will always make the mistake of leaving things as they are and either training only one type of troop or training four types, which will lead to complaining and leaving which ever way they chose. Maybe this should be an advanced technology by itself.

If you examine the technologies above in my suggested grouping list, I have removed most of the technologies from the castle and associated them with the particular buildings. I suggest that as it will perhaps draw away the fight from protecting just the castle to protecting all or most of your kingdom's assets and perhaps as a side result make the fighting more dynamic. After all, even a castle without adjacent buildings can defend itself only that without a market, for a considerably shorter time.

Mog Gold Member
Joined 5/02/2004
Posts : 2663

Posted : Monday, 17 January 2005 - 06:20

home.earthlink.net/~johnoco/TechMap.html

I built a simple Tech Map, it may contain mistakes, please tell me if so.

TaurusRex Gold Member
Joined 14/06/2002
Posts : 3595

Posted : Tuesday, 18 January 2005 - 07:27

Folks I haven't ever taken the trouble to keep a written record of which way I "go with the flow" of the tech but I think "Mog" has made a good start with this and would appreciate any help we can give him to improve upon his effort. I won't be able to offer any ideas until I get into a game again and try to record what I do, but I think probably some of us already have and I think if we can just make a post that gives "keywords" in sequence to show the order of the tech and upgrades that we do would be a great help.
Some explanation of why we do what we do might help also.

Basicly I am of the opinion that the flow should be as continuous mainly "left to right" as possible but linked downward to subordinant concepts also where necessary to attempt to keep the flow unbroken which is in my opinion "all-important". Of course an attempt should also be made to keep logical ideas together in full view where possible but the flow can be continued to another page or if there is room below by re-capping the last items on the previous page or rows above and continuing from there.

TR

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