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[[File:Research_(Large).png|left|Research]]
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'''Research''' allows one to access new technologies. A library, university or research centre (depending on your age) is required to do research. The research is divided into ages. Bear in mind that once you go two ages ahead of the possible research option, it will be locked so it is recommended to research as much as you can before advancing too far (you will only be able to research technology from the age before yours). Also, only one technology can be researched at a time even if you have more then one research facility. However, more and/or higher leveled research facilities do decrease the time it takes to do research.
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[[File:Tech_tree.jpg|right|thumb|The tech tree during closed beta.]]'''Research''' allows the player access to new technologies, abilities, military units, and buildings while also giving bonuses such as new space on which to build, unlocking full new towns, and even giving a number of stat boosting modifiers. Research is done at a [[Library (Building)|library]] or [[Research facility (Building)|research facility]], depending on the age the player is in, and often takes a considerable amount of time and money. Having additional researching buildings, such as another library in a second settlement will shorten the time it takes to research a topic but will not allow the research of two topics at the same time.
   
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The research topics available to a player are divided into ages, so that gaining access to more advanced research requires advancement into the next age. An important note: if a player advances two ages ahead of a possible research option, and has not yet started research on the topic, it will be locked out as an option. For example, if a player puts off researching a critical subject such as [[Forest construction|Forest building]] because of its price tag and advances to [[Research/Renaissance|Renaissance]] before starting research on that topic, they will lose the opportunity to do so. It is therefore highly recommended to research as many topics as possible before advancing too far.
Researching can:
 
   
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Often, one kind of research requires other subjects to have been researched first, or that the player have some building constructed before a topic can be researched. All such requirments are noted on the tech-tree layout of the researching interface, and players will be notified of which requirments they are missing.
*Increase the amount of resources gain
 
   
*Give you access to new units and buildings
 
   
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==Research times==
*Lower the trading time
 
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The time of each research is result of dividing (research point cost)/(empire research points) = research time in minutes. Each library and some wonders contributes with a certain amount of research points. It is unknown the exact values of research points of researches and libraries but it is possible to work with proportional values to calculate an approximate research time.
   
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==List of Research per Realm==
*Improve specific or all units
 
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*[[Research/Ancient|Ancient]]
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*[[Research/Classical|Classical]]
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*[[Research/Feudal|Feudal]]
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*[[Research/Renaissance|Renaissance]]
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*[[Research/Imperial|Imperial]]
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*[[Research/Industrial|Industrial]]
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*[[Research/Modern|Modern]]
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*[[Research/Future|Future]]
   
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{{Research}}
*Lower the building time
 
 
*Allow you to build on specific resource tiles
 
 
*Allow you to make (aditional) settlements
 
*And get you many more advantages!
 
 
Often, one kind of research requires another. The technologies unlocked often are linked, so for example a sawmill will grant you access to the research of springboards, both increase the amount of wood you gain. This is known as a techtree.
 
 
This is the current teck tree:
 
 
[[File:Tech_tree.jpg|frame|My apologies for the sometimes cut images. ]]
 
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]
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[[Category:Research]]

Latest revision as of 21:52, 29 February 2012

Research
Tech tree

The tech tree during closed beta.

Research allows the player access to new technologies, abilities, military units, and buildings while also giving bonuses such as new space on which to build, unlocking full new towns, and even giving a number of stat boosting modifiers. Research is done at a library or research facility, depending on the age the player is in, and often takes a considerable amount of time and money. Having additional researching buildings, such as another library in a second settlement will shorten the time it takes to research a topic but will not allow the research of two topics at the same time.

The research topics available to a player are divided into ages, so that gaining access to more advanced research requires advancement into the next age. An important note: if a player advances two ages ahead of a possible research option, and has not yet started research on the topic, it will be locked out as an option. For example, if a player puts off researching a critical subject such as Forest building because of its price tag and advances to Renaissance before starting research on that topic, they will lose the opportunity to do so. It is therefore highly recommended to research as many topics as possible before advancing too far.

Often, one kind of research requires other subjects to have been researched first, or that the player have some building constructed before a topic can be researched. All such requirments are noted on the tech-tree layout of the researching interface, and players will be notified of which requirments they are missing.


Research times[]

The time of each research is result of dividing (research point cost)/(empire research points) = research time in minutes. Each library and some wonders contributes with a certain amount of research points. It is unknown the exact values of research points of researches and libraries but it is possible to work with proportional values to calculate an approximate research time.

List of Research per Realm[]

v · d · e Research