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Following discussion in GC as to what to do on the research
tree and having searched the archives of the forums I couldn’t find a post
specifically about the research tree.
There are 8 different branches of the research tree:
City | Diplomacy
| Quest |
Magic | Military
| Trade |
Crafting | Sovereignty
Let’s start with City
City |
Diplomacy | Quest
| Magic |
Military | Trade
| Crafting |
Sovereignty
This is the section where the Resource buildings, crafting
buildings, and some other useful technologies are found.
Timekeeping àCraftsmanship
àAgriculture
àBureaucracy
These are the basics which
unlock the pathways for the buildings and technologies.
Craftsmanship leads to the
crafting buildings (spears, armourers, bow, saddles & horses, wall and
seige blocks) and the resource buildings.
Agriculture leads to the Food
resource building.
Bureaucracy leads to vault, warehouse, bookbinder, Architect’s
Office, and the demolition, settler and exodus technologies.
The Most important ones for early on in this section are the
ones that allow the resource buildings, and the path to exodus. So follow this path:
Timekeeping àCraftsmanship àCarpentry
àPottery
àSmelting
àStonemasonry
àAgriculture àMilling
àBureaucracy àPioneeringàInventory ManagementàExodus
For this you need a level 7
of each resource plot and then warehouse level 20 for Exodus.
City | Diplomacy |
Quest | Magic
| Military |
Trade | Crafting
| Sovereignty
Negotiation allows a consulate, which you need. Early on in
the game level it up a few times so you can do build scouts and spies.
Negotiation àEspionage àSpymaster
àScouting àMaster Scouts
Wait until later to research
all the other, unless you plan on being a military player
City | Diplomacy
| Quest | Magic
| Military |
Trade | Crafting
| Sovereignty
DO ALL OF THIS!
City | Diplomacy
| Quest | Magic |
Military | Trade
| Crafting |
Sovereignty
Don’t worry too much about this, again unless you are in a
highly competitive area and you need protection, in which case learn runes.
City | Diplomacy
| Quest |
Magic | Military |
Trade | Crafting
| Sovereignty
Research Militia and then build barracks up to level 7,
research everything available. This allows everything except cavalry, should
give you a good basis to start with.
Spearmanship gives spearmen
ConscriptionàInfantry gives
infantry
Ranged Weapons gives archers
Command and everything after
is for commanders.
City | Diplomacy
| Quest |
Magic | Military
| Trade | Crafting
| Sovereignty
Haggling unlocks the
marketplace. Level up to around level 12.
Haggling àbarteringàTradingàetc increases the number of caravans and capacity
àImproved loadingàetc increases the
capacity
àChain Gangàetc increases the loading
speed.
Cottersàetc research all of this, this allows to collect herbs
and minerals (basics) from squares.
Guildsàetc unlocks all the World market things, and the
specialist herb/skins/minerals guilds. You do not need to worry about this
right now, build when you have levelled up a bit. Your alliance should provide
all the things you need.
City | Diplomacy
| Quest |
Magic | Military
| Trade | Crafting | Sovereignty
You do not need to worry
about these things until you are bigger, and by that time you will know what
they are for.
This is all you need to know
about researching. The Main other thing is you need a library to be able to
research these things, as they require research points. the library is available at the start. You can also convert
books into research points.
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