An Empire can greatly strengthen all aspects of itself through Research. Most technologies can be unlocked by spending Science, but other, hidden technologies are unlocked by completing Faction or Side Quests. Each technology that is researched unlocks one or more city improvements, a military unit, a special ability, or a passive benefit for your Faction.
The Research Tree is divided into six distinct tiers or "Eras". At the beginning of a game, only Era I is available; other Eras must be unlocked by researching nine technologies from any previous Era. The only prerequisite to research a technology is that the era in which it is located has been reached. Once an Era has been reached, any technology from that Era is available for research. All Major Factions start out with two technologies already researched.
To research further technologies, you must go to the Technology Tab and select a technology to research by left clicking it. Only one technology can be researched at a time. Selecting more than one technology will queue additional technologies, in the order in which they were selected. To deselect a technology, or remove it from the queue, simply left click it again. Every turn, your faction's total Science output is applied toward the technology at the top of the queue. If your faction has a higher Science output than what remains on the selected technology, the surplus will be applied to the next technology. If research on a given technology is stopped in favor of another, the progress towards the first technology remains and the technology can be resumed at any point. Note, however, that this progress is percentage-based, so returning to a technology after researching a few others will result in it costing more to finish than it had before.
Technologies do not have a set Science cost. Instead, all technologies have a cost based on the era of the technology and the total number of technologies researched. With N being the number of technologies already researched, and A being a constant based on the technology's era, the equation for the Science cost of the next technology is:
Cost = A * (5 - N + (N + 1) ^ 2)
The value of A for each era is as follows:
Era | Value of A |
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I | 2.32 |
II | 2.86 |
III | 3.4 |
IV | 3.92 |
V | 5 |
VI | 45 |
There are a number of effects that become active upon reaching a new Era, such as units being trained at a higher level, new equipment being unlocked, and certain tiles and resources being revealed. Additionally, whenever any empire in the game reaches a new Era, all of the Legendary Deeds for that Era become available for everyone to complete, and all facilities for that Era are revealed.
Era I[]
This is the Age of Discovery.
General Technologies[]
Advanced Alloys
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The use of exotic resources like Titanium and Glassteel can greatly improve weapons. The metallurgy is complex, however, and special tools and forges are required. | |||||||||||
Effects:
Unlocks Tier 1 Weapons (also Armors and Accesories with ELCP) made of Titanium or Glassteel |
Advanced Armor
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Advanced metallurgy leads to the creation of armor with Titanium or Glassteel alloys; the use of such materials is expensive but worth the cost. | |||||||||||
Effects:
With ELCP has been merged with Advanced Alloys. |
Alchemist's Furnace
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At the heart of the titanium and glassteel extraction method is a vast furnace used to smelt the purified resources out of their mineralized forms. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Aquapulvistics
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As they circulate through the sky and land, the waters of Auriga collect and carry Dust. Studies of the presence of Dust in natural water sources improve its identification and collection. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Augmented Extractor
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It is said that luck is the child of hard work. In this case, alchemists attempting to change gold into Dust have accidentally discovered a way to increase quantities and purities of extracted resources. | |||||||||||
Effects:
+1 Dye on Dye Extractor |
Boarding Vessel (Technology)
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This unit is designed to carry troops that attack enemy ships. | ||||||||||||||||||||||||||||||
Unlocks for Construction:
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Cultivation
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Increasing sophistication in farming has led to the study and development of plant and animal species specifically for the consumption of your citizens. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Empire Mint (Technology)
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A public building dedicated to collecting Dust and minting currency increases the Dust produced | ||||||||||||||||||
Unlocks for Construction:
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Language Square
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With a public square dedicated to practicing and teaching the many languages of Auriga, conversations with minor factions can now move beyond pointing and grunting. | |||||||||||
Effects:
Unlocks the army action: Parley on Empire |
Mercenary Market
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Muscles ripple, insults fly, and the stench of the unwashed is pretty bad, but that's the price for establishing a dedicated space where mercenary forces can be procured. | |||||||||||
Effects:
Unlocks the Mercenaries section of the Marketplace |
Military Science
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As science and analytical methods develop they are finally applied to warfare, making it more than just hitting the other guy harder using a bigger club. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Mill Foundry (Technology)
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Improved quality of critical parts for mills increases the amount of industry produced. | ||||||||||||||||||
Unlocks for Construction:
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Open-Pit Mine
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A crude assembly of shacks housing the workers and tools (pickaxes, pans, barrels etc) needed to excavate and process a common resource. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Pillage
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Sometimes, using the enemies infrastructure against them is better than destroying it. Well-trained units are expert at siphoning Dust, resources, and other useful items from enemy sites. | |||||||||||
Effects:
Unlocks the Army Action: Pillage |
Public Library (Technology)
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The first step in improving science is to bring together existing knowledge. This building will help to increase the Science produced. | ||||||||||||||||||
Unlocks for Construction:
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Search Party
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In areas where resources or artifacts may lie hidden, troops can be ordered to hunt and dig for loot. | |||||||||||
Effects:
Reduces by 10% the odds to loot nothing after a search on ruins |
Sewer System (Technology)
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The drop in nauseating odors and infections diseases, thanks to the new public sanitation system, instantly gives and approval bonus to your city. | ||||||||||||||||||
Unlocks for Construction:
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Tactical Training
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The ability of your armies to execute both strategic visions and tactical maneuvers is without equal. Energized by your leadership, your troops shall attain even greater feats. | |||||||||||
Effects:
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Topography
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First strides are made in the analysis of minerals, soil, and rock formations. Maps and diagrams depicting the geology of Auriga point to valuable areas for study and exploration. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Faction-Specific Technologies[]
Arcana of Agility
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By ingesting a unique Dust-concoction that brings on searing pains, Mages can dedicate themselves to the art of awareness, and learn how the mind can overcome the limitations of the body. | |||||||||||
Effects:
+1 Pillar of Speed on Empire |
Arcana of Matter
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Through crude pain experiments, Mages and Artificers blend their first insights into Dust, enabling the construction of pillars that boost science nearby, and spells that increase unit defense. | |||||||||||
Effects:
+1 Pillar of Knowledge on Empire |
Archaeologist
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It is of great value to study the artifacts and history of Auriga - particularly with an eye to predicting its future. | |||||||||||
Effects:
+20% research cost reduction for Era I technologies on empire |
Aura of Leadership
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You are a benevolent and polite neighbor, so every pacified village in your empire sings your praises. With each pacification, the status and reputation of your nation grows. | |||||||||||
Effects:
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Breaching Wave
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By learning how to exploit the psionic powers of Dust, Morgawr can locally break the systems designed by their jailers to inhibit their mental powers. | |||||||||||
Effects:
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Dust Sense
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By studying the subtleties of Dust as part of their training at the Warfarer's Divinity, Forgotten soldiers are able to root out more of the precious stuff when pillaging. | |||||||||||
Effects:
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High Towers (Technology)
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Expertise obtained from the Wild Walkers in matters of architecture and construction materials boosts Science, and the towers themselves increase Vision range. | ||||||||||||||||||
Unlocks for Construction:
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Protectors of Auriga
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By their impressive size and kindly but authoritative words, these polished Drakken emissaries can assimilate even the most fearful and distrusting villages. | |||||||||||
Effects:
+1 minor faction assimilation slot on empire |
Visions of Glory
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Though not superstitious, Wild Walkers have put some faith in signs and omens. As each new building rises in your empire, your people are energized by a hopeful future that is growing before their eyes. | |||||||||||
Effects:
+4 when a city improvement is built on Wild Walkers. |
Unit Technologies[]
Each faction has a unique unit that is available to unlock through research in Era I. The Necrophages' Necrodrone and the Allayi's Skyfin are unlocked by default as Starting Technology of the respective factions.
Note: Values of base attributes with ELCP are indicated in parenthesis.
Agache Shaman
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Base Attributes:
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The Shamans of the Wild Walkers are masters of the Sharing, an ancient rite that channels the rage of beasts. They are dangerous in battle, fighting with both spells and claws. |
Ryder
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Base Attributes:
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Riding armored units bearing an appearance similar to themselves, the cavalry of the Broken Lords fall upon their enemies not merely with the force of their charge, but also with the lightning of their zealous faith. |
Dawn Officer
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Base Attributes:
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Training, magic, and partially powered armor allows the Dawn Officer to leap into battle and strike from afar. |
Dawn Officer (Mezari)
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Base Attributes:
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Training, magic, and partially powered armor allows the Dawn Officer to leap into battle and strike from afar. |
Necrodrone
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Base Attributes:
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Adept at striking from air, Necrodrones damage both by striking and by spitting clouds of caustic poison. |
Ateshi Zealot
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Base Attributes:
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It is said the very air in the vicinity cools as an Ateshi Zealot conjures a rain of fire to hurl onto the enemy's ranks, but this is preferable to being in the burning firing line.'' |
Kassai
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Base Attributes:
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Perhaps the most rapid military unit on Auriga, the Kassai move with exceptional speed both in and out of battle. |
Wyvern
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Base Attributes:
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The scout and 'eyes' of the faction, Wyverns are used to patrol the skies near Drakken cities, warning of enemies. |
Fanatic
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Base Attributes:
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Fanatics are massive due to their many robotic parts, and can use this weight to execute damaging cavalry charges. |
Predatore
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Base Attributes:
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Deadly from a distance with their crossbow, the Predatores strike terror into any enemy in their line of sight. Using poison and with exceptional aim, a Predatore's target is generally dead before it knows it is in the crosshairs. |
Skyfin
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Base Attributes:
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Arguably the most revered and majestic being on Auriga, the Skyfin's presence improves friendly morale in Summer and decreases enemy morale in Winter. |
Vore
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Base Attributes:
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The Vore is a solid fighter, but its great strength lies in its toughness and its ability to automatically lift its armor and improve defenses when attacked. |
Geomancer
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Base Attributes:
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Spellcasters capable of long-range attacks, the geomancers real strength comes from supporting the frontline golems by harnessing the power of the land. |
Gorgon
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Base Attributes:
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Hitting hard and fast, Mykara gorgons are nimble fighters who can quickly take the battle to the enemy, but are best employed in shock attacks due to their relatively frail composition. |
Era II[]
This is the Age of Glory. Upon reaching this Era, the following effects come into place:
- Iron tier 2 weapons and armor become available for heroes and ground units
- Newly trained units will now be veterans (level 2) and cost more
- Watchtower foundations are revealed
- Empire plan level 2 available
General Technologies[]
Alchemical Alloys
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As part of a sophisticated metallurgical process alchemy is introduced into the forging process. Using this technique, weapons fashioned from Titanium and Glassteel can be improved. | |||||||||||
Effects:
Unlocks tier 2 weapons made of Titanium or Glassteel |
Alchemical Armor
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Copying alchemical processes used to make improved armors, Titanium and Glassteel can be forged into sheets that are both thinner and stronger than previously possible. | |||||||||||
Effects:
Unlocks tier 2 armors made of Titanium or Glassteel |
Alchemy Workshop (Technology)
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Solid buildings are constructed where the curious can mix, match, and ignite various materials. Science advances, in spite of a noticeable increase in minor burns, temporary deafness, and smoky streets. | ||||||||||||||||||
Unlocks for Construction:
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Aquacultural Science
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Though water was at first viewed by farmers primarily as something unpredictable and supernatural, it is now exploited scientifically to improve agricultural yields. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Central Market (Technology)
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This great national market brings in goods from across Auriga. New jobs and experiences are created as the population finds new ways to indulge itself. | ||||||||||||||||||
Unlocks for Construction:
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Citizen Armies
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Rather than using mercenaries or recruiting and disbanding armies as needed, techniques are developed to democratize military training and practices. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Diplomat's Manse
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In this opulent house diplomats learn the cultural intricacies of other nations, improving the prospects of beneficial relations. | |||||||||||
Effects:
Permits proposals of Peace Treaty on Empire |
Exotic Alloys
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There is more to weapons than the alloys. Certain blacksmiths, gifted with arcane powers, can use Dust to forge Titanium and Glassteel into stronger, sharper blades | |||||||||||
Effects:
Unlocks tier 3 weapons made of Titanium or Glassteel |
Exotic Armor
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As part of a sophisticated metallurgical process Dust is introduced into the annealing process. Using this technique, armor fashioned from Titanium and Glassteel can be improved. | |||||||||||
Effects:
Unlocks tier 3 armors made of Titanium or Glassteel |
Fire Ship (Technology)
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This unit is designed to use the most dangerous of all naval weapons - fire. | ||||||||||||||||||||||||||||||
Unlocks for Construction:
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Glory of Empire (Technology)
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This magnificent public building includes statues, libraries, and frescoes that ell of the founding and growth of your civilization. A source of awe and pride, it increases Influence Points produced by each unit of Population. | ||||||||||||||||||
Unlocks for Construction:
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Hydrology
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A number of sciences come together that help builders and merchants of the empire better exploit the streams, rivers, and lakes of the empire. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Imperial Coinage
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By imposing a standardized coin for all commercial transactions, it is now far easier to buy and sell all sorts of commodities. | |||||||||||
Effects:
Unlocks the resources and stockpiles sections of the Marketplace |
Imperial Highways
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Previously paths across private land full of ruts and mud, roads are constructed to link towns and military outposts for both commerce and defense. | ||||||||||||||||||||||||||||||||||||||||||||||||||
Effects and Unlocks for Construction:
Creates Roads (used by trade routes) on Empire
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Management Sciences
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The idea that management and organization is something that can be improved and better exploited is new and radical. However, it leads to clear improvement in the organization of work. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Meritocratic Promotion
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A radical idea! Perhaps officers should be promoted based on skill, not blood line. In addition, money saved on formal dinners can be spent on upgrading equipment. | |||||||||||
Effects:
+2 Army unit slots on Empire |
Native District
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By imperial decree, a small section of the city is vacated of its usual inhabitants and given over to and emigrant population. Discontented locals mean the transition isn't purely advantageous | |||||||||||
Effects:
+1 Minor Faction Assimilation slot on Empire |
Prisoners, Slaves, and Volunteers
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Flooding building sites with armies of cheap labor effectively allows construction projects to be quickly completed at no cost. | |||||||||||
Effects:
+25% Unit Buyout reduction on Cities |
Public Granary (Technology)
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As large quantities of grains can now be stored safely for long periods of time, your city receives an immediate Food bonus. | ||||||||||||||||||
Unlocks for Construction:
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Shipyard
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With this building that brings together the various crafts for shipbuilding (wrights, carpenters, ropemakers, caulkers, etc) reliable ships can be made for the empire's maritime adventures. | |||||||||||
Effects:
Unlocks ships (travel on water) on Empire |
Faction-Specific Technologies[]
Arcana of Authority
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This branch of Dust magic is focused on bending the will of others. Through such understanding, allies may champion your causes more readily, and enemies will fight with less passion. | |||||||||||
Effects:
+1 Pillar of Influence on Empire |
Cannon Fodder
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Simple beings with simple lives and a single goal can be maintained inexpensively. | |||||||||||
Effects:
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Caudata Sanctuary
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Transported in from the distant Targadian Mountains, winter-sensitive species like the Boreal Caudata have the uncanny ability to anticipate the turning of the seasons, thus greatly improving forecasts. | |||||||||||
Effects:
-80% Margin of error for season predictability on empire |
Deep Generator (Technology)
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Harnessing the mighty power of the timeless fires of the deep, Vaulter backup generators provide sustainable and reliable energy that is missing on the surface. All resources are boosted. | ||||||||||||||||||
Unlocks for Construction:
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Demanding Gods
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Hunger - for Food, recognition, or glory - can drive one to extreme behavior. | |||||||||||
Effects:
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Destructive Analysis
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Forever disgusted by the random waste and ruin of the Endless's civil war, the Cultists are careful to study and learn from the enemy cities that they deconstruct. | |||||||||||
Effects:
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Dust Crematorium
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Battlefield salvage teams bring the Broken Lord dead to crematorium sites where their living essence and traces of Dust can be extracted. | |||||||||||
Effects:
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Dust Purifier
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By refining the Dust used in spells, the potency of all Dust magic increases. | |||||||||||
Effects:
+1 arcana level for all spells on empire |
Freelance Guards
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The idea of turning troops not needed for caravan defense into flagless mercenaries is logical. After all, they are needed to protect the Clans' long-term commercial interests. | |||||||||||
Effects:
Unlocks Privateers |
Golem Camp (Technology)
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Populated by indefatigable golem workers, these camps enable cities to create boroughs entirely separated from their parent metropolis. | ||||||||||||||||||
Unlocks for Construction:
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Luxury Alchemists
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Wise and experienced in the resources and resonances of Auriga, skilled sages can cause magical effects to replicate and extend their duration. | |||||||||||
Effects:
+20% when activating a Luxury Booster for each other active Luxury Booster |
Main Maritime Academy (Technology)
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Casting far and wide for particularly talented Morgawr, this collective turns out armies that are particularly skilled and capable in executing maritime actions. | ||||||||||||||||||
Unlocks for Construction:
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Oologic Nursery (Technology)
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Gifted with strong social instincts and great knowledge of Endless technology, the Drakken build sophisticated centers for the incubation of their young. | ||||||||||||||||||
Unlocks for Construction:
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Penitent Chapel
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In friendly - or subservient- villages, Broken Lords consecrate chapels that feed life force of the inhabitants back to troops operating in the region. | |||||||||||
Effects:
+1% Broken Lords unit regeneration per pacified village on Broken Lords. |
Pilgrims of the End
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As the collection of Auriga's Pearls increases, so does the power and prestige of the faction. | |||||||||||
Effects:
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Shaman's Insight
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Geomantic investigations into the animating effects of Dust permit Kapaku shamans to create more robust Stone Sentinels. | |||||||||||
Effects:
Stone Sentinels have no military upkeep |
Survival Instinct
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Digging into the resources of their clan totem animals, Wild Walker units react with the speed of threatened beasts when enemy units are in sight. | |||||||||||
Effects:
+2 on movement when starting a turn with an enemy army in vision range on Wild Walkers |
Tower of the Consecrate (Technology)
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Though the Consecration Order is primarily concerned with the spiritual well-being of the Forgotten, as moral authority they also control and improve the distribution of key, scarce resources from this building. | ||||||||||||||||||
Unlocks for Construction:
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Urkan Encampment
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A union of sturdy engineering and pheromone manipulation, this knowledge allows the carapace of the great beasts to be used as a garrison for soldiers. | |||||||||||
Effects:
Allows you to garrison units in tamed Urkans you control |
Verda's Temple (Technology)
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The subtleties of Dust are numerous and easy to overlook. Only through its methodical study will its secrets be discovered. This temple, replete with terrifying contraptions, will aid that endeavor. | ||||||||||||||||||
Effects and Unlocks for Construction:
With ELCP: +1 Arcana level for all Spells on Empire
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We Are Legion
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As the number of converted troops increases, the Cultists learn much on how to integrate, train, and fanaticize other peoples. This experience serves them well. | |||||||||||
Effects:
+40 XP when recruiting a converted unit on empire |
What's Mine is Mine
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Those who are strong in the ways of espionage must also be ready when their enemies use those skills against them. Additional training in counter-espionage is never wasted time. | |||||||||||
Effects:
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Winter Shelters (Technology)
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By resurrecting the dormant, though not forgotten, arts of subterranean architecture and horticulture, the Vaulters can construct shelters to negate the worst effects of winter. | ||||||||||||||||||
Unlocks for Construction:
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Unit Technologies[]
Each faction has a unique unit that is available to unlock through research in Era II.
Note: Values of base attributes with ELCP are indicated in parenthesis.
Tenei Walker
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Base Attributes:
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These incarnations of the powers of the forest followed the Wild Walkers when they emigrated from the vast woods of Auriga to the cities of the plains. A symbol of the origins of the Wild Walkers, Tenei Walkers are also powerful front-line fighters. |
Dust Bishop
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Base Attributes:
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A holy leader within the church of the Broken Lords, they are responsible for the well-being of the troops with whom they serve. Able to summon the Blessed Curse in the midst of battle, their capability as healers is important on the battlefield. |
Titan
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Base Attributes:
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A giant construct of relics, machines, and magic, the Titan is a formidable melee warrior on offense or defense. |
Titan (Mezari)
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Base Attributes:
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A giant construct of relics, machines, and magic, the Titan is a formidable melee warrior on offense or defense. |
Proliferator
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Base Attributes:
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The great reproduction factory of the Necrophages, a Proliferator can resurrect both friend and foe by implanting eggs which control their minds. |
Eneqa Wing
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Base Attributes:
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It is said that the worst way to die is to burn. With wings of blazing flame sending motes of fire into the air, these airborne combatants strike fear into the bravest of foes. |
Yirmak
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Base Attributes:
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Though the fast and powerful Yirmak is technically a cavalry unit, its fearsome claws and aggressive nature make it quite effective in melee. |
Ancient
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Base Attributes:
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When an Ancient is found outside the halls and towers of Drakken cities, it generally means that a lot of enemies are going to die. |
Nameless Guard
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Base Attributes:
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Tall and armed with excellent bows, the Nameless Guards are the eyes of the Cult and the first to strike enemies. |
Myst
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Base Attributes:
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Where spying and stealth are important you will find the Mysts. Able to change from mist to solid form and back they are hard to hit and easy to be hit by. |
Monk
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Base Attributes:
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Powerful and hard-striking, the Monk unit's skill with its long blade results in powerful counters in Summer and powerful attacks in Winter. |
Leviathan
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Base Attributes:
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This giant creature of the deep is a dangerous foe whose powerful strikes can come at any moment; it can move stealthily then rise up to attack its target from the depths. |
Golem Rider
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Base Attributes:
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The combination of Kapaku rider and golem mount is a formidable one, and these units can play a crucial role in the early stages of any battle. |
Shambler
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Base Attributes:
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Construed from the toughest, densest mycelial fibers, Mykara shamblers are slow and heavy, entangling and locking down enemies with their incredible defenses. |
Era III[]
This is the Age of Enlightenment. Upon reaching this Era, the following effects come into place:
- Iron tier 3 weapons and armor become available for heroes and ground units
- Newly trained units will now be masters (level 3) and cost more
- Luxury Resources revealed: Blood Crystal , Grassilk , Moonleaf , Quicksilver , and Titan Bones
- Strategic Resources revealed: Adamantian and Palladian
- Empire plan level 3 available
General Technologies[]
Artillery Ship (Technology)
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This unit is designed to fire explosive projectiles at enemy ships. | ||||||||||||||||||||||||||||||
Unlocks for Construction:
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Bathysphere (Technology)
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This highly secretive unit can travel almost invisibly beneath the waters. | ||||||||||||||||||||||||||||||
Unlocks for Construction:
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Borough Government
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By appointing energetic local leaders to help organize borough-level defense and health, local infrastructure improves and city defenses become more effective. | ||||||||||||||||||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Bread and Circuses
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By organizing forums where city dwellers can air the grievances, as well as various artistic events to distract the population, expansion plans can be more easily imposed on the populace. | |||||||||||
Effects:
-25% Expansion Disapproval generation on cities |
Cargo Docks (Technology)
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A centrally-organized port helps safeguard empire supply lines, and allows longer-term planning. Sea shanties still permitted. | ||||||||||||||||||
Unlocks for Construction:
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Dust Alchemy
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Turning the skills of your brightest researchers to better understand Dust, they begin to unlock the secrets of this magical substance and how to collect it. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Dust Refinery (Technology)
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Artificers work on inert Dust, imbuing it with unusual powers and increasing the value of Dust produced. | ||||||||||||||||||
Unlocks for Construction:
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Fluid Biomechanics
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As science becomes increasingly specialized, particular sub-topics gain importance. In this case, investment in better understanding of the energy of fluids leads to pragmatic results. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Guardian of Dust
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One of the five ancient spirits that once protected Auriga, this quick and dangerous Guardian of Dust was attuned to the planet's magical currents. Though it was imprisoned by the Endless, Skoros's chains have faded and it now lives again. | ||||||||||||||||||||||||||||||
Effects and Unlocks for Construction:
+1 Guardian authorized on empire
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Highway Outposts
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Military offices, located within defended caravanserai, improve the speed and coordination of information and commerce on the empire's roads. | ||||||||||||||||||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Intelligence Corps
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As the experience of your armies grows, wily field commanders and their staff provide information on Auriga and its terrain as well as its peoples - and their weaknesses. | |||||||||||
Effects:
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Magma Hydraulics
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Surface flows of lava can be a dangerous hazard, but an understanding of the magma under different conditions can transform them into a boon. | ||||||||||||||||||
Effects and Unlocks for Construction:
Unlocks the Flamewalkers leg armor on units
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Plow Factory (Technology)
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A revolutionary improvement, curved iron plows, increases the amount of food produced. | ||||||||||||||||||
Unlocks for Construction:
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Public Works
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The ability to build giant structures, intended for use by thousands of people, requires knowledge of architecture, urban planning, engineering, and event management. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Reaping Station
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Housing advances based on steam and heat engines, these works allow many previously unobtainable resources to be harvested. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Effects and Unlocks for Construction:
+1 Resource on Luxury Resource deposit
|
Scyther (Technology)
|
Created by the Endless in their purge of Auriga - and of any power that might withstand them - the Scythers were designed with one goal in mind: To destroy any beings whose strenght derived from Dust. Only partially effective during the Schism and Dust Wars, the units were left in hibernation when the Endless on Auriga disappeared. | ||||||||||||||||||||||||||||||
Unlocks for Construction:
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Smelting Station
|
Incredible temperatures are reached inside these towers, allowing Adamantian and Palladian to be freed from their captive ores, | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Statistical Methods
|
Improved mathematics are necessary for much of scientific growth. By using algorithms of prediction and probability, the efficiency of scientific experimentation leaps forward. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Uncommon Alloys
|
Few things are more important to military leaders than having better weapons. Thanks to recent breakthroughs in magic and alchemy, arms can now be forged even from Adamantian or Palladian. | |||||||||||
Effects:
Unlocks tier 1 weapons made of Adamantian or Palladian |
Uncommon Armor
|
As armies clamor for ever more effective defenses, technology is developed that allows Adamantian or Palladian to be crafted into high quality armors. | |||||||||||
Effects:
Unlocks tier 1 armors made of Adamantian or Palladian |
Unexpected Allies
|
By recruiting friends and informants among the outcasts and invisibles of a city, a surprising amount of information can be gleaned on movements around a metropolis. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Unskilled Labor
|
Idle manpower can be used to stock conserved foods, industrial materials, and scientific equipment either for trade or for future use. | ||||||||||||||||||||||||||||||||||||||||||||||||||
Effects and Unlocks for Construction:
+500 on Food Stockpiles
|
Faction-Specific Technologies[]
Arcana of Materializing
|
Most of the Dust that finds its way into the hands - and bodies - of the races of Auriga is but a mere drop in an ocean. Through extreme pain rituals, Ardent Mages can begint o unlock more of these vast untapped resources. | |||||||||||
Effects:
+1 Pillar of Extraction on Empire |
Cold Engineering
|
Being versed in the thermal properties of Dust under extreme cold conditions allows Ardent Mage pillars to become even more effective in winter. | |||||||||||
Effects:
Unlocks winter versions of the pillars |
Dust Mechanics
|
Deeper insights into the storage and transferal of Dust allows increased quantities of the substance to be delivered from all towering pillars, raising the strength of their effects. | |||||||||||
Effects:
+1 arcana level for all pillars on empire |
Dust-Mind Decoupling
|
The ability of the Morgawr to control and influence the minds of others improves as it is practiced. They are now able to turn liberated spirits into pure Dust, linking living souls to ancient magics. | |||||||||||
Effects:
Unlocks totems accessories |
Endless Recycling (Technology)
|
Clever engineers and nimble fingers combine to get maximum use out of any sort of artifact or scrap coming from the ruins that litter Auriga. | ||||||||||||||||||
Unlocks for Construction:
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Fungal Laboratory (Technology)
|
Using technology discovered in the ancient ruins of Auriga, Necrophage workers improve the management of air, moisture, and fertilizer to greatly increase the output of their fungal 'farms'. | ||||||||||||||||||
Unlocks for Construction:
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High Seminary
|
A place dedicated to strengthening belief in the Forgotten path through devout meditation and rigorous debate, the most experienced agents leave the seminary even more dedicated to the cause. | |||||||||||
Effects:
+30% research cost reduction for Era III technologies on empire |
Kernel of Plentitude (Technology)
|
An artifact of unknown providence, only the awesome power contained within this seed is certain. Once planted it will swiftly grow into a fungal tree of wonder, sustenance, and Dust. | ||||||||||||||||||
Effects:
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Koni School of Elite Riders (Technology)
|
Named after an infamous rider,this massive fortress houses an elite institution for training the Kapaku's most promising operatives. Soldiers trained in this brutal proving ground are infused with combat experience beyond their seeming fresh recruit status. | ||||||||||||||||||
Unlocks for Construction:
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Learn from Others
|
Great heroes are not born with heroism, but learn it through the example of others. By sending the unseasoned on ranging expeditions with the most exalted, all of Forgotten society can learn. | |||||||||||
Effects:
+3 XP per turn on hero |
Siege Engineering
|
A master craftsman wastes no materials, and this faction is no different. After a siege, shattered walls, crumbled towers, and fallen battlements are all grist for the industrial mill. | |||||||||||
Effects:
Provides a Rubble Stockpile generated by dealing siege damage to enemy city fortifications |
Shrine of Whispers (Technology)
|
Within each newly converted village a specialized shrine is constructed; it sifts prayers, thoughts, and conversations to obtain scientific information from tales and superstition. | ||||||||||||||||||
Unlocks for Construction:
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Strength of the Vault (Technology)
|
The coming together of the Vaulter clans has led to unprecedented cooperation. Bringing together all their knowledge of defensive hexes, spells, tactics, and weapons, city defenses greatly improve. | ||||||||||||||||||
Unlocks for Construction:
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Traders' Tents
|
The Roving Clans' canny knowledge of goods, merchants, and markets is aided by their specially made tents, within which every whisper and gesture is observed and recorded. | |||||||||||
Effects:
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Tribal Council
|
Emissaries of Minor Factions create a small council to learn each other's ways and study Drakken ways. Improved integration and understanding are the result. | |||||||||||
Effects:
+1 minor faction assimilation slot on empire |
Urkan Politics
|
Understanding how an Urkan might be influenced gives a great advantage in diplomatic negotiations, and especially leads to many friendly overtures from rivals. | |||||||||||
Effects:
-20% Influence cost on Diplomatic Interactions, for each controlled Urkan |
Era IV[]
This is the Age of Industry. Upon reaching this Era, the following effects come into place:
- Dust tier 1 weapons and armor become available for heroes and ground units
- Newly trained units will now be elites (level 4) and cost more
- Luxury Resources revealed: Dust Orchid , Dustwater , Hydromiel , Pixie Blood , and Redsang
- Strategic Resources revealed: Mithrite and Hyperium
- Empire plan level 4 available
General Technologies[]
Advanced Harvester
|
Encompassing a suite of sophisticated industrial processes, the advanced harvester allows some of the most recalcitrant resources to be gathered. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Anaerobic Mycrobiology
|
An understanding of the smallest lifeforms that writhe deep in the ground underpins opportunities to extract even more sustenance from the earth. | ||||||||||||||||||
Effects and Unlocks for Construction:
Unlocks the Tome of the Lithophage accessory on heroes
|
Borer's Guild
|
A number of interested leaders get together to standardize, professionalize, and modernize the industry of mining. From tools to processes to administration, the entire sector gets a boost. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Brigade System
|
By grouping together recruits that come from a region to defend their home territory, troops are naturally more effective as they know the land and are fighting for their families. | |||||||||||
Effects:
|
Civic Instruction
|
A project long in the making, children of the city learn about the city's government and defenses from a young age and grow up understanding how they can contribute in times of military threats. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Cultural Indoctrination
|
Great efforts have been made to persuade the local population to partake in one of the unusual customs of a nearby minor faction, thereby encouraging their assimilation. | |||||||||||
Effects:
+1 Minor Faction Assimilation slot on Empire |
Endless Mechanisms
|
Enough ruins have been searched for the empire to learn advanced designs of hinges, gears, and mechanical joints, use of these mechanisms leads to better wagon design. | |||||||||||
Effects:
After unlocking this technology, ruins that have already been searched can be searched a second time. |
Guardian of Earth
|
Gios, the Guardian of Earth and as tough and solid as the rock itself, spent millennia in chains forged by the Endless. It has awoken and freed itself, and can once more sense all that moves in or across the planet. | ||||||||||||||||||||||||||||||
Effects and Unlocks for Construction:
+1 Guardian authorized on empire
|
Guardian of Fire
|
Linked to the primeval force of fire, Fotios is a fast and deadly Guardian that was held in chains by the Endless. Now alive and aware, seeking a cause, it watches across the vast landscapes of Auriga. | ||||||||||||||||||||||||||||||
Effects and Unlocks for Construction:
+1 Guardian authorized on empire
|
Hospitality Den
|
In this place, visiting dignitaries can enjoy mouth-watering delicacies served by specially-trained "hospitality experts", while exotic animals parade before their eyes. Diplomatic relations have never been so cordial. | |||||||||||
Effects:
Permits proposal of Alliance Treaty on Empire |
Imperial Funding (Technology)
|
By judiciously doling out money to private concerns or universities, the Empire can speed research in promising new sciences. | ||||||||||||||||||
Unlocks for Construction:
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Industrial Processing
|
Moving beyond scattered mills and piecemeal fabrication, raw materials and industrial facilities are linked together in sophisticated systems of extraction, transport, and production. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Isolation Sciences
|
Study of air flow, temperature, humidity, and building materials has led to a leap in the understanding of controlled environments. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Mercenary Corps
|
Commanders occasionally prefer hardened professionals to local recruits, believing that they gain in experience what they lose in patriotism. | |||||||||||
Effects:
Unlocks Privateers |
Nutrition Chemistry
|
Food is understood more and more as one part of a long string of chemical processes. With greater understanding of chemistry, comes greater capacity to sustain populations. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Organized Labor
|
Guilds are created to handle the management of surplus conserved foods, industrial materials, and scientific equipment, resulting in efficient use of excess goods. | ||||||||||||||||||||||||||||||||||||||||||||||||||
Effects and Unlocks for Construction:
+1000 on Food stockpiles
|
Rare Alloys
|
Mithrite and Hyperium are rare and expensive for a good reason: When the technology is mastered, they can be forged into excellent weapons. | |||||||||||
Effects:
Unlocks tier 1 weapons made of Mithrite or Hyperium |
Rare Armor
|
The most precious and difficult resources to forge, Mithrite and Hyperium, can now be made into high quality armors. | |||||||||||
Effects:
Unlocks tier 1 armors made of Mithrite or Hyperium |
Rare Metal Foundry
|
Build above seams of these rare minerals, this structure houses a collection of lines, machines, and processes used to extract Mithrite and Hyperium. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Signal Corps
|
The creation of a modern and efficient unit dedicated to military communications greatly improves the ability of a commander to manage large armies. | |||||||||||
Effects:
+2 Army unit slot(s) on Empire |
Faction-Specific Technologies[]
All Beings Are Siblings
|
The Cult begins to grow, recruiting new tribes to its purpose. The first few conversions bring critical lessons in how to persuade and convince uneasy recruits. | |||||||||||
Effects:
+100 XP when recruiting a unit on empire |
Altar of Channeling (Technology)
|
Based on designs and concepts of the Endless - and therefore incomprehensible - these structures, when built, create a chain of holy sites that sense, absorb, and renew Dust. | ||||||||||||||||||
Unlocks for Construction
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Altar of Transcendence (Technology)
|
When constructed, this dense slab of some of Auriga's rarest materials hums with Dust energy. Mages strong and brave enough to climb into its recessed contours will transcend or die. Either way they will experience unimaginable pain. | ||||||||||||||||||
Unlocks for Construction:
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Arcana of Renewal
|
Ardent Mages are rightly feared for their mastery of the destructive aspects of Dust magic, but it is less well known that intense study of the properties of Dust can lead to curative abilities. | |||||||||||
Effects:
+1 Pillar of Regeneration on Empire |
Auriga Institute (Technology)
|
This academic center brings together thinkers and researchers from across the planet. Sages of all nations come together to study the history, trends, and possible futures of Auriga. | ||||||||||||||||||
Unlocks for Construction:
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Eye of the Endless
|
Dust-driven and triggered by exploration of Endless ruins and artifacts, this permits a leader to gaze across Auriga and see the secrets of its many peoples. | |||||||||||
Effects:
Gives vision over all other empires on empire |
Givers of Remembrance (Technology)
|
A reduced breed of Givers of Remembrance, Lesser Givers only collect and share battlefield lessons between armies rather than all the histories of the hive. | ||||||||||||||||||
Unlocks for Construction:
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Hand of the Unspoken
|
Certain converts to the cause become so fanatic that they leap to the Cultist's great purpose without any desire for protection or defense. Independent and fearless, they hand over their lives as instruments of the Queen's will. | |||||||||||
Effects:
+3 converted unit(s) on empire |
Master Deceivers
|
With the arts of infiltration near perfected, agents posted to enemy cities need little time to become extremely effective, having an almost instinctive grasp for who wields power - and who is vulnerable. | |||||||||||
Effects:
|
Mindless Slaughter
|
It is easier to attack when one gives little thought of defense - and survival. | |||||||||||
Effects:
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Money Talks
|
Masters of the manipulation of goods and currencies, Roving Clans traders can induce inflationary tendencies in other empires, reducing their trade income. | |||||||||||
Effects:
Unlocks the Inflation and Inflation Nullification diplomatic declarations. Inflation:
Inflation Nullification:
|
No More Ties
|
As the Morgawr grow more powerful, their mental strength and physical enhancements allow them to cut the ties that bind them to water. | |||||||||||
Effects:
+1 on ground tiles |
Painosphere
|
Mages hardened to the everyday pain rituals that would cripple lesser mortals can increase the potency of their spells by visiting the Painosphere and experiencing true agony. | |||||||||||
Effects:
+1 arcana level for all spells on empire |
Pearl Replication
|
Experience and strength, combined with a deep knowledge of the ways of Auriga and the magics of the Pearls, allows the faction to ignore the effects of the Dark Season. | |||||||||||
Effects:
Immunity to winter penalties |
Resource Magnetron (Technology)
|
This discovery uses alchemical principles of attraction between different nodes of identical resources. It can be used to leech any resource from the air and ground, given the right materials and enough energy. | ||||||||||||||||||
Unlocks for Construction:
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Secrets of the Virtuals
|
I am transcended. I have become something more than flesh and bone. I realize now that our investigations into Dust were nothing more than child's play in the surf beside a great ocean of knowledge. Still, already I can see how to make our pillars stronger, our spells fiercer... | |||||||||||
Effects:
+2 arcana level for all Pillars on Empire |
Synchronic Temple
|
All things on Auriga are linked through the presence and power of Dust. The Synchronic Temple permits the Broken Lords to tap into this essence, channeling the Dust of all things to heal wounded units after battle. | |||||||||||
Effects:
Units are instantly healed after a battle on empire |
The Ogmakwan (Technology)
|
Strong as the structures of the Endless, with roots that reach deep into Auriga's crust and towers of impossible height, Zaltana's Ogmakwan is many things. Built from an enormous range of materials and assembled using physical principles no one else comprehends, Zaltana's great edifice will forever change the way structures are raised. It will also, with luck, help the Wild Walkers to survive the great Last Winter. | ||||||||||||||||||
Unlocks for Construction:
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Way of the Woodlands
|
The forests provide supplies, camouflage, and ready defenses to those who know how to exploit them. | |||||||||||
Effects:
+25% Defense on units on Forest |
Well of Dust (Technology)
|
Part magical and part mercantile, this partially submerged treasury accumulates Dust from whatever source is available. Ruins, ancient mechanisms, markets, caravans, and even the air all contribute something to this storehouse of wealth and magic. | ||||||||||||||||||
Unlocks for Construction:
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Era V[]
This is the Age of Heroes. Upon reaching this Era, the following effects come into place:
- Dust tier 2 weapons and armor become available for heroes and ground units
- Newly trained units will now be elites (level 5) and cost more
General Technologies[]
Advanced Quarry (Technology)
|
Better methods for mining, cutting and forging metals and minerals result in greater productivity and less waste, increasing the productivity of Strategic Resource sites. | ||||||||||||||||||
Unlocks for Construction:
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Arts Council (Technology)
|
The central funding of a dedicated arts committee leads to a flourishing of cultural enterprises. Sculptures, open-air performances, and jamborees throng the city, increasing the population's well-being. | ||||||||||||||||||
Unlocks for Construction:
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Dust-Enhanced Buildings
|
Careful integration of Dust into the foundations and columns of a building has a great effect - everything that happens inside them seems to be better, faster, and more impressive. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Enlightened Trade
|
It is a time of scientific advancement; even trade routes are now exploited for the knowledge they may bring while the latest technologies are used on the road system. | ||||||||||||||||||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Exceptional Alloys
|
The labor is unhealthy and backbreaking, but advances in the smelting and fusion of Adamantian and Palladian results in weapons whose edges and durability are indeed exceptional. | |||||||||||
Unlocks for Construction:
Unlocks tier 3 weapons made of Adamantian or Palladian |
Exceptional Armor
|
The labor is unhealthy and backbreaking, but advances in the smelting and fusion of Adamantian and Palladian has led to a level of perfection that is truly exceptional. | |||||||||||
Unlocks for Construction:
Unlocks tier 3 armors made of Adamantian or Palladian |
Guardian of Air
|
Adept at tracking the winds and scents of Auriga, Atmos is one of the ancient spirits that were imprisoned by the Endless. Now that those chains are gone, the tough and dangerous Guardian of Air is free to act as it will. | ||||||||||||||||||||||||||||||
Effects and Unlocks for Construction:
+1 Guardian authorized on empire
|
Guardian of Water
|
This ancient Guardian, both tough and deadly, was deemed too dangerous by the Endless. Confined for millennia but finally free, it once again listens to the echoes of the present and the past. | ||||||||||||||||||||||||||||||
Effects and Unlocks for Construction:
+1 Guardian authorized on empire
|
Imperial News Network (Technology)
|
Rather than rely on rumor and graffiti to convey news, a national service is created to ensure the population has all the information they need to be happy. | ||||||||||||||||||
Unlocks for Construction:
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Improved Dust Alchemies
|
Greater knowledge of Dust permits technicians and alchemists to reactivate it using mechanisms once used by the Endless. Dust yields increase, though even the brightest are not sure how or why. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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Inoculation Station (Technology)
|
Injections to bolster the bodies natural defenses means that recovery times for nasty injuries or diseases are greatly reduced, whether they happen on the battlefield, in the latrine, or in a house of ill repute. | ||||||||||||||||||
Unlocks for Construction:
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Marvelous Alloys
|
What a wonderful problem to have! Should one make higher quality weapons out of Adamantian or Palladian? Both are powerful, beautiful, and deadly. | |||||||||||
Effects:
Unlocks tier 2 weapons made of Adamantian or Palladian |
Marvelous Armor
|
Adamantian and Palladian are notoriously difficult to work with. Patience has paid off, however, as advances in smelting improves the quality of their armors to something marvelous. | |||||||||||
Unlocks for Construction:
Unlocks tier 2 armors made of Adamantian or Palladian |
Military Reserves (Technology)
|
Training a fraction of the local civilian population in the basic skills of combat not only means a significant boost for paint balling outfits, but also increase the empire's defensive capabilities. | ||||||||||||||||||
Unlocks for Construction:
|
Modernized Administration
|
Professionalization of management and administration radically improves governmental services. Government comes to be viewed as a tool of improvement rather than oppression. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
|
Patriotic Propaganda
|
The size and success of your empire has made all of Auriga envious. Your own people, basking in the light of your love (and wealth), are eager to follow you without hesitation. | |||||||||||
Effects:
-50% expansion disapproval generation on cities |
Scientific Specialization
|
Improving the organization and infrastructure of aging labs and universities boosts the approach to how research is done. Surprising gains in scientific productivity result from pooled resources. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
|
Security Theory
|
By bringing together masters in both the magical and mundane arts of espionage and assassination, in-depth studies can be done that help an empire foil even the most well-funded and devious foes. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
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State-Approved Theatre
|
Public sentiment has never been so easy to massage through the use of skilled playwrights toeing the government line. | |||||||||||
Effects:
-25% Expansion disapproval generation on cities |
Town Criers (Technology)
|
Charismatic individuals are hired by the state and trained in advanced persuasive techniques, paving the way for armies of cheap labor to help accelerate the completion of large projects at reduced cost. | ||||||||||||||||||
Unlocks for Construction:
|
Volcanic Leecher (Technology)
|
Powered by the violent magma beneath, this machine enhances mineral yields on volcanic terrain. | ||||||||||||||||||
Effects and Unlocks for Construction:
Unlocks the Wraeil's Pendant accessory on units
|
Faction-Specific Technologies[]
Aurigan Archive (Technology)
|
No longer lost to the coming ice, all the Endless' ventures on Auriga will be catalogued an maintained for time immemorial. An oasis of knowledge for historians - and scientists. | ||||||||||||||||||
Unlocks for Construction:
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Commercial Espionage
|
Advanced techniques in espionage - dead drops, ciphers, tradecraft, clandestine cells - turn the caravans of Auriga into a firehose of useful information. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
|
Growing Buildings
|
Many things can be made to grow faster on Auriga; in some cases this applies also to the unliving. | |||||||||||
Effects:
+25% Building production cost reduction on cities |
Inner Peace
|
With a new sense of belonging, the Kapaku can begin to see Auriga as part of their own heritage. Once intruders, they are now Aurigans, inspired by this planet's complex history. | |||||||||||
Effects:
|
Iron Veins
|
Across the mycelial lands, a strengthening of the subterranean tendrils and rhizomes means greater quantities of precious resources can be carried back to the heart of the Mykaran collective. | |||||||||||
Effects:
+3 FIDSI multiplier on Fungal Bloom |
Sacrificial Amplifiers
|
By strapping living, breathing Mages to the sides of the massive pillars, human vessels can act as magnifying conduits, increasing the power of pillars across your empire. The screams, and the stench of cooked skin and shit is a small price to pay. | |||||||||||
Effects:
+1 arcana level for all Pillars on Empire |
Era VI[]
This is the End Of Ages. Upon reaching this Era, the following effects come into place:
- Dust tier 3 weapons and armor become available for heroes and ground units
- Newly trained units will now be elites (level 6) and cost more
General Technologies[]
Arcane Alloys
|
Attaining the highest standards of crafting and production, weapons made from Mithrite and Hyperium are legendary enough to be worn by kings - or used to bring about their downfall. | |||||||||||
Effects:
Unlocks tier 3 weapons made of Mithrite or Hyperium |
Arcane Armor
|
Attaining the highest standards of crafting and production, armors made from Mithrite and Hyperium are truly fit for kings and emperors. | |||||||||||
Effects:
Unlocks tier 3 armors made of Mithrite or Hyperium |
Difference Engine
|
An enormous mechanical calculator, the product of genius and extremely precise engineering, this machine will execute mathematical computations of unimaginable complexity. Mysteries of physics, alchemy, fluids, the climate, and time shall slowly be unraveled. | |||||||||||
Effects:
+100% (+80% with ELCP) on cities |
Dust-Driven Distillery
|
This marvel of magical engineering accretes and stores Dust. A self-perpetuating engine of wealth creation, it increases the amount of Dust generated per unit of population. | |||||||||||
Effects:
+100% on cities |
Endless Alloys
|
So many ruins, so many secrets, so many hints... And finally enlightenment. Industrial alchemists have unlocked the mysteries of the wondrous metal alloys created by the Endless; from now on materials of unimaginable precision, strength, and lightness will be available for your empire's projects | |||||||||||
Effects:
+100% on cities |
Puissant Alloys
|
Materials of such hardness and rarity provide great weapons, but at great expense. Weapons forged from Mithrite and Hyperium are clearly better than the earlier versions. | |||||||||||
Effects:
Unlocks tier 2 weapons made of Mithrite or Hyperium |
Puissant Armor
|
Materials of such hardness and rarity must be handled with great precision. As the skills of smiths and mages grow, Mithrite and Hyperium can now be forged into improved armors. | |||||||||||
Effects:
Unlocks tier 2 armors made of Mithrite or Hyperium |
Self-Driving Plows
|
Driven by steam, sun, and Dust, these wonders can be ordered to plow a fixed area with a few mechanical settings. Attachments allowing them to seed, reap, and rake guarantee a stunning increase in productivity. | |||||||||||
Effects:
+100% on cities |
Serum of Iteru
|
From what lost ruin, from what ancient texts was this magical thing discovered? Many rise to claim the honor, but that is unimportant. What matters is that this magical serum, allowing a glimpse of Endless biotechnology, turns ordinary soldiers into extraordinary beings. | |||||||||||
Effects:
+100% Life on units (+50% with ELCP) |
Temple of the Earth's Core (Technology)
|
It is a building and an energy source and a processing center; a fusion of Dust and matter that transcends any existing knowledge. By reactivating this long-dorment temple of the Concrete Endless, a faction can secure the future of their planet - and at the same time be humbled by the vast gulf of ignorance that separates them from the long-lost masters who first built this marvel. | ||||||||||||||||||
Unlocks for Construction:
|
United Empires Council
|
This is more than a glorious auditorium where the great minds of the day can discuss and resolve important issues. It is a symbol of the power and prestige of your empire, and a beacon of hope in the dark days to come. | |||||||||||
Effects:
+100% on cities |