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 |
---|---|
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
|
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
|
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
|
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:
|
Aquapulvistics
|
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:
|
Augmented Extractor
|
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)
|
This unit is designed to carry troops that attack enemy ships. | ||||||||||||||||||||||||||||||
Unlocks for Construction:
|
Cultivation
|
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:
|
Empire Mint (Technology)
|
A public building dedicated to collecting Dust and minting currency increases the Dust produced | ||||||||||||||||||
Unlocks for Construction:
|
Language Square
|
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
|
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
|
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:
|
Mill Foundry (Technology)
|
Improved quality of critical parts for mills increases the amount of industry produced. | ||||||||||||||||||
Unlocks for Construction:
|
Open-Pit Mine
|
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:
|
Pillage
|
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)
|
The first step in improving science is to bring together existing knowledge. This building will help to increase the Science produced. | ||||||||||||||||||
Unlocks for Construction:
|
Search Party
|
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)
|
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:
|
Tactical Training
|
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:
|
Topography
|
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:
|
Faction-Specific Technologies[]
Arcana of Agility
|
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
|
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
|
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
|
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:
|
Breaching Wave
|
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:
|
Dust Sense
|
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:
|
High Towers (Technology)
|
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:
|
Protectors of Auriga
|
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
|
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
|
Base Attributes:
|
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
|
Base Attributes:
|
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
|
Base Attributes:
|
Training, magic, and partially powered armor allows the Dawn Officer to leap into battle and strike from afar. |
Dawn Officer (Mezari)
|
Base Attributes:
|
Training, magic, and partially powered armor allows the Dawn Officer to leap into battle and strike from afar. |
Necrodrone
|
Base Attributes:
|
Adept at striking from air, Necrodrones damage both by striking and by spitting clouds of caustic poison. |
Ateshi Zealot
|
Base Attributes:
|
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
|
Base Attributes:
|
Perhaps the most rapid military unit on Auriga, the Kassai move with exceptional speed both in and out of battle. |
Wyvern
|
Base Attributes:
|
The scout and 'eyes' of the faction, Wyverns are used to patrol the skies near Drakken cities, warning of enemies. |
Fanatic
|
Base Attributes:
|
Fanatics are massive due to their many robotic parts, and can use this weight to execute damaging cavalry charges. |
Predatore
|
Base Attributes:
|
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
|
Base Attributes:
|
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
|
Base Attributes:
|
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
|
Base Attributes:
|
Spellcasters capable of long-range attacks, the geomancers real strength comes from supporting the frontline golems by harnessing the power of the land. |
Gorgon
|
Base Attributes:
|
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
|
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
|
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)
|
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:
|
Aquacultural Science
|
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:
|
Central Market (Technology)
|
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:
|
Citizen Armies
|
Rather than using mercenaries or recruiting and disbanding armies as needed, techniques are developed to democratize military training and practices. | ||||||||||||||||||||||||||||||||||
Unlocks for Construction:
|
Diplomat's Manse
|
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
|
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
|
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)
|
This unit is designed to use the most dangerous of all naval weapons - fire. | ||||||||||||||||||||||||||||||
Unlocks for Construction:
|
Glory of Empire (Technology)
|
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:
|
Hydrology
|
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:
|
Imperial Coinage
|
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
|
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
|
Management Sciences
|
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:
|
Meritocratic Promotion
|
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
|
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
|
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)
|
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:
|
Shipyard
|
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
|
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
|
Simple beings with simple lives and a single goal can be maintained inexpensively. | |||||||||||
Effects:
|
Caudata Sanctuary
|
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)
|
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:
|
Demanding Gods
|
Hunger - for Food, recognition, or glory - can drive one to extreme behavior. | |||||||||||
Effects:
|
Destructive Analysis
|
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:
|
Dust Crematorium
|
Battlefield salvage teams bring the Broken Lord dead to crematorium sites where their living essence and traces of Dust can be extracted. | |||||||||||
Effects:
|
Dust Purifier
|
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
|
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)
|
Populated by indefatigable golem workers, these camps enable cities to create boroughs entirely separated from their parent metropolis. | ||||||||||||||||||
Unlocks for Construction:
|
Luxury Alchemists
|
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)
|
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:
|
Oologic Nursery (Technology)
|
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:
|
Penitent Chapel
|
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
|
As the collection of Auriga's Pearls increases, so does the power and prestige of the faction. | |||||||||||
Effects:
|
Shaman's Insight
|
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
|
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)
|
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:
|
Urkan Encampment
|
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)
|
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
|
We Are Legion
|
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
|
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:
|
Winter Shelters (Technology)
|
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:
|
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
|
Base Attributes:
|
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
|
Base Attributes:
|
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
|
Base Attributes:
|
A giant construct of relics, machines, and magic, the Titan is a formidable melee warrior on offense or defense. |
Titan (Mezari)
|
Base Attributes:
|
A giant construct of relics, machines, and magic, the Titan is a formidable melee warrior on offense or defense. |
Proliferator
|
Base Attributes:
|
The great reproduction factory of the Necrophages, a Proliferator can resurrect both friend and foe by implanting eggs which control their minds. |
Eneqa Wing
|
Base Attributes:
|
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
|
Base Attributes:
|
Though the fast and powerful Yirmak is technically a cavalry unit, its fearsome claws and aggressive nature make it quite effective in melee. |
Ancient
|
Base Attributes:
|
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
|
Base Attributes:
|
Tall and armed with excellent bows, the Nameless Guards are the eyes of the Cult and the first to strike enemies. |
Myst
|
Base Attributes:
|
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
|
Base Attributes:
|
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
|
Base Attributes:
|
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
|
Base Attributes:
|
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
|
Base Attributes:
|
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)
|
This unit is designed to fire explosive projectiles at enemy ships. | ||||||||||||||||||||||||||||||
Unlocks for Construction:
|
Bathysphere (Technology)
|
This highly secretive unit can travel almost invisibly beneath the waters. | ||||||||||||||||||||||||||||||
Unlocks for Construction:
|
Borough Government
|
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:
|