Research
Research is one of the most important ways to improve an Empire's power, unlocking
City Improvements, Units, special abilities, or various other passive benefits.
Most technologies can be researched by spending
Science. At most one technology can be researched at any time, with surplus
Science automatically applied towards the next technology in the queue. Research can be switched at any time to another technology, with the percentage progress being saved for the current technology. Note that technology costs increase with each technology researched, however, so returning to finish a technology later will make it more expensive overall.
In addition to regular technologies, there are a number of Quest Technologies that cannot be researched, but can only be earned by completing quests.
All factions start out with two technologies already researched.
Eras
The Research Tree is divided into six Eras. An Empire starts the game in Era I, and reaches a later Era per every nine technologies researched. Reaching a new Era will unlock the following effects:
- All technology from that Era will become available for research.
- New Iron or
Dust equipment will be unlocked. - A higher level of the Empire Plan will become available.
- Certain tiles and resources will be revealed.
- Units will be trained at a higher starting level and will become more expensive.
Global Era
There is also a Global Technological Era corresponding to the highest era reached by any empire in the game. Reaching a new global era will unlock the following effects for all empires, regardless of the current empire's era:
- New Legendary Deeds will be unlocked.
- New Naval Facilities will be revealed.
- Equipment for
Urkans and Urkan Lice will automatically be upgraded.
Cost
Technologies do not have a set
Science cost. Instead, cost increases based on the era of the technology and the total number of technologies already researched[1]:
Cost = Base * (N^2 + N + 6)
Here N is the number of researched technologies, and Base is a value that increases with era, found in the table below. The
Forgotten do not use
but instead purchase technologies with
dust; their Base values are listed in the last column.
| Era | ||
|---|---|---|
| 1 | 2.32 | 2.25 |
| 2 | 2.86 | 2.75 |
| 3 | 3.40 | 3.25 |
| 4 | 3.92 | 3.75 |
| 5 | 5.00 | 4.75 |
| 6 | 45.00 | 42.75 |
All Technology Costs
The following table shows the individual and cumulative
/
costs for all technologies, as well as the amount of
/
required to reach the next Era (or achieve the Scientific Victory in the case of Era VI).
- The calculations assume that only technologies from the latest era will be researched. This is an upper estimate since one can always research technologies from previous eras, which are cheaper.
- Each faction starts with two technologies already unlocked, so they require approximately
650 (or
630 for the
Forgotten) to reach
Era II.
Quest Technologies
In addition to research-able technologies, there are a number of technologies that cannot be researched but can only be earned as a reward for completing a quest. These quest technologies do not count for the 9 required to reach the next era, and they also do not make other technologies more expensive.
Categories
Each technology belongs to one of four categories:
Currently these categories are only cosmetic and have no effects on gameplay.
Era I
Era I is the Age of Discovery:
Luxury Resources revealed: Dye,
Emeralds,
Gold,
Spices,
Wine
Strategic Resources revealed: Titanium,
Glassteel
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. | |||||||||||
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Effects:
Unlocks Tier 1 Weapons (also Armors and Accesories with ELCP) made of | ||||||||||||
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. | |||||||||||
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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. | ||||||||||||||||||||||||||||||||||
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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. | ||||||||||||||||||||||||||||||||||
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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. | ||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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Empire Mint
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Costs:
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A public building dedicated to collecting Dust and minting currency increases the Dust produced. | |||||||||||
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Effects:
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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. | |||||||||||
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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. | |||||||||||
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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. | ||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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Mill Foundry
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Costs:
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Improved quality of critical parts for mills increases the amount of Industry produced. | |||||||||||
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Effects:
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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. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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. | |||||||||||
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Effects:
Unlocks the Army Action: Pillage | ||||||||||||
Public Library
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Costs:
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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. | |||||||||||
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Effects:
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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. | |||||||||||
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Effects:
Reduces by 10% the odds to loot nothing after a search on ruins | ||||||||||||
Sewer System
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Costs:
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The drop on nauseating odours and infectious diseases, thanks to the new public sanitation system, instantly gives an Approval bonus to your City. | |||||||||||
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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. | ||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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Unit Technologies
Each faction has a unique unit that can be researched in Era I. The
Necrophages' Necrodrone and the
Allayi's Skyfin are unlocked as starting technologies of their respective factions.
Agache Shaman![]() 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. |
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Ryder![]() 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. |
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Dawn Officer![]() Training, magic, and partially powered armor allows the Dawn Officer to leap into battle and strike from afar. |
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Dawn Officer (Mezari)![]() Training, magic, and partially powered armor allows the Dawn Officer to leap into battle and strike from afar. |
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Necrodrone![]() Adept at striking from air, Necrodrones damage both by striking and by spitting clouds of caustic poison. |
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Ateshi Zealot![]() 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. |
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Kassai![]() Perhaps the most rapid military unit on Auriga, the Kassai move with exceptional speed both in and out of battle. |
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Wyvern![]() The scout and 'eyes' of the faction, Wyverns are used to patrol the skies near Drakken cities, warning of enemies. |
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Fanatic![]() Fanatics are massive due to their many robotic parts, and can use this weight to execute damaging cavalry charges. |
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Predatore![]() 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. |
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Skyfin![]() Arguably the most revered and majestic being on Auriga, the Skyfin's presence improves friendly morale in Summer and decreases enemy morale in Winter. |
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Vore![]() 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. |
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Geomancer![]() Spellcasters capable of long-range attacks, the geomancers real strength comes from supporting the frontline golems by harnessing the power of the land. |
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Gorgon![]() 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. |
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Boarding Vessel![]() This unit is designed to carry troops that attack enemy ships. |
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Faction-Specific
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. | |||||||||||
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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. | |||||||||||
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Effects:
+1 Pillar of Knowledge on Empire | ||||||||||||
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. | |||||||||||
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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. | |||||||||||
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Effects:
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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. | |||||||||||
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Effects:
+1 minor faction assimilation slot on empire | ||||||||||||
Era II
Era II is the Age of Glory:
- Iron tier 2 equipment becomes available.
- Newly-trained units will start at level 2 and cost more.
- Watchtower foundations are revealed.
- Empire Plan level 2 becomes available.
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. | |||||||||||
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Effects:
Unlocks tier 2 weapons made of Titanium | ||||||||||||
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. | |||||||||||
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Effects:
Unlocks tier 2 armors made of Titanium | ||||||||||||
Alchemy Workshop
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Costs:
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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. | |||||||||||
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Effects:
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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. | ||||||||||||||||||||||||||||||||||
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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. | ||||||||||||||||||
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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. | ||||||||||||||||||||||||||||||||||
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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. | |||||||||||
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Effects:
Permits proposals of Peace Treaty on Empire | ||||||||||||
Glory of Empire
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Costs:
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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. | |||||||||
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Effects:
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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. | ||||||||||||||||||||||||||||||||||
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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. | |||||||||||
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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. | ||||||||||||||||||||||||||||||||||||||||||||||||||
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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. | ||||||||||||||||||||||||||||||||||
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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. | |||||||||||
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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 | |||||||||||
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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. | |||||||||||
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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. | ||||||||||||||||||
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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. | |||||||||||
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Effects:
Unlocks ships (travel on water) on Empire | ||||||||||||
Unit Technologies
Each faction has a unique unit that can be researched in Era II.
Tenei Walker![]() 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. |
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Dust Bishop![]() 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. |
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Titan![]() A giant construct of relics, machines, and magic, the Titan is a formidable melee warrior on offense or defense. |
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Titan (Mezari)![]() A giant construct of relics, machines, and magic, the Titan is a formidable melee warrior on offense or defense. |
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Proliferator![]() The great reproduction factory of the Necrophages, a Proliferator can resurrect both friend and foe by implanting eggs which control their minds. |
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Eneqa Wing![]() 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. |
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Yirmak![]() Though the fast and powerful Yirmak is technically a cavalry unit, its fearsome claws and aggressive nature make it quite effective in melee. |
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Ancient![]() Sage and solemn, the Ancient is seldom found outside the halls and towers of Drakken cities. When it is, it generally means that a lot of enemies are going to die. |
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Nameless Guard![]() Tall and armed with excellent bows, the Nameless Guards are the eyes of the Cult and the first to strike enemies. |
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Myst![]() 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. |
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Monk![]() Powerful and hard-striking, the Monk unit's skill with its long blade results in powerful counters in Summer and powerful attacks in Winter. |
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Leviathan![]() 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. |
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Golem Rider![]() 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. |
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Shambler![]() Construed from the toughest, densest mycelial fibers, Mykara shamblers are slow and heavy, entangling and locking down enemies with their incredible defenses. |
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Fire Ship![]() This unit is designed to use the most dangerous of all naval weapons - fire. |
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Faction-Specific
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. | |||||||||||
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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. | |||||||||||
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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. | |||||||||||
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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. | ||||||||||||||||||
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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. | |||||||||||
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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. | |||||||||||
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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. | |||||||||||
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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. | |||||||||||
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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. | ||||||||||||||||||
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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. | |||||||||||
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Effects:
+20% | ||||||||||||
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. | |||||||||||
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Effects:
Allows you to garrison units in tamed Urkans you control | ||||||||||||
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. | |||||||||||
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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. | |||||||||||
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Effects:
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Era III
Era III is the Age of Enlightenment:
- Iron tier 3 equipment becomes available.
- Newly-trained units will start at level 3 and cost more.
Luxury Resources revealed: Blood Crystal,
Grassilk,
Moonleaf,
Quicksilver,
Titan Bones
Strategic Resources revealed: Adamantian,
Palladian
- Empire Plan level 3 becomes available.
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. | ||||||||||||||||||||||||||||||||||||||||||||||||||
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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. | |||||||||||
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Effects:
-25% Expansion Disapproval generation on cities | ||||||||||||
Cargo Docks
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A centrally-organized port helps safeguard empire supply lines, and allows longer-term planning. Sea shanties still permitted. | ||||||||||||||||||
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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. | ||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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Dust Refinery
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Artificers work on inert Dust, imbuing it with unusual powers and increasing the value of Dust produced. | ||||||||||||||||||
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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. | ||||||||||||||||||||||||||||||||||
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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. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
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Effects and Unlocks for Construction:
+1
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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. | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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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. | ||||||||||||||||||
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Effects and Unlocks for Construction:
Unlocks the Flamewalkers leg armor
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Plow Factory (Technology)
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A revolutionary improvement, curved iron plows, increases the amount of food produced. | ||||||||||||||||||
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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. | ||||||||||||||||||||||||||||||||||
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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. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Effects and Unlocks for Construction:
+1 Resource on Luxury Resource deposit
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Smelting Station
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Incredible temperatures are reached inside these towers, allowing Adamantian and Palladian to be freed from their captive ores, | ||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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Statistical Methods
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Improved mathematics are necessary for much of scientific growth. By using algorithms of prediction and probability, the efficiency of scientific experimentation leaps forward. | ||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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Uncommon Alloys
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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. | |||||||||||
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Effects:
Unlocks tier 1 weapons made of Adamantian | ||||||||||||
Uncommon Armor
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As armies clamor for ever more effective defenses, technology is developed that allows Adamantian or Palladian to be crafted into high quality armors. | |||||||||||
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Effects:
Unlocks tier 1 armors made of Adamantian | ||||||||||||
Unexpected Allies
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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. | ||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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Unskilled Labor
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Idle manpower can be used to stock conserved foods, industrial materials, and scientific equipment either for trade or for future use. | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Effects and Unlocks for Construction:
+500
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Unit Technologies
Scyther![]() 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 strength derived from Dust. ... |
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Artillery Ship![]() This unit is designed to fire explosive projectiles at enemy ships. |
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Bathysphere![]() This highly secretive unit can travel almost invisibly beneath the waters. |
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Faction-Specific
Arcana of Materializing
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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. | |||||||||||
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Effects:
+1 Pillar of Extraction on Empire | ||||||||||||
Dust Mechanics
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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. | |||||||||||
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Effects:
+1 arcana level for all pillars on empire | ||||||||||||
Endless Recycling (Technology)
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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. | ||||||||||||||||||
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Unlocks for Construction:
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Learn from Others
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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. | |||||||||||
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Effects:
+3 XP per turn on hero | ||||||||||||
Siege Engineering
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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. | |||||||||||
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Effects:
Provides a Rubble Stockpile generated by dealing siege damage to enemy city fortifications | ||||||||||||
Strength of the Vault (Technology)
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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. | ||||||||||||||||||
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Unlocks for Construction:
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Tribal Council
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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. | |||||||||||
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Effects:
+1 minor faction assimilation slot on empire | ||||||||||||
Urkan Politics
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Understanding how an Urkan might be influenced gives a great advantage in diplomatic negotiations, and especially leads to many friendly overtures from rivals. | |||||||||||
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Effects:
-20% Influence cost | ||||||||||||
Era IV
Era IV is the Age of Industry:
- Dust tier 1 equipment becomes available.
- Newly-trained units will start at level 4 and cost more.
Luxury Resources revealed:
Dust Orchid, Dustwater,
Hydromiel, Pixie Blood,
Redsang
Strategic Resources revealed: Mithrite,
Hyperium
- Empire Plan level 4 becomes available.
Advanced Harvester
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Encompassing a suite of sophisticated industrial processes, the advanced harvester allows some of the most recalcitrant resources to be gathered. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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Anaerobic Mycrobiology
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An understanding of the smallest lifeforms that writhe deep in the ground underpins opportunities to extract even more sustenance from the earth. | ||||||||||||||||||
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Effects and Unlocks for Construction:
Unlocks the Tome of the Lithophage accessory
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Borer's Guild
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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. | ||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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Brigade System
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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. | |||||||||||
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Effects:
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Civic Instruction
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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. | ||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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Cultural Indoctrination
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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. | |||||||||||
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Effects:
+1 Minor Faction Assimilation slot on Empire | ||||||||||||
Endless Mechanisms
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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. | |||||||||||
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Effects:
After unlocking this technology, ruins that have already been searched can be searched a second time. | ||||||||||||
Guardian of Earth
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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. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
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Effects and Unlocks for Construction:
+1
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Guardian of Fire
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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. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
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Effects and Unlocks for Construction:
+1
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Hospitality Den
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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. | |||||||||||
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Effects:
Permits proposal of Alliance Treaty on Empire | ||||||||||||
Imperial Funding (Technology)
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By judiciously doling out money to private concerns or universities, the Empire can speed research in promising new sciences. | ||||||||||||||||||
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Unlocks for Construction:
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Industrial Processing
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Moving beyond scattered mills and piecemeal fabrication, raw materials and industrial facilities are linked together in sophisticated systems of extraction, transport, and production. | ||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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Isolation Sciences
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Study of air flow, temperature, humidity, and building materials has led to a leap in the understanding of controlled environments. | ||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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Mercenary Corps
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Commanders occasionally prefer hardened professionals to local recruits, believing that they gain in experience what they lose in patriotism. | |||||||||||
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Effects:
Unlocks Privateers | ||||||||||||
Nutrition Chemistry
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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. | ||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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Organized Labor
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Guilds are created to handle the management of surplus conserved foods, industrial materials, and scientific equipment, resulting in efficient use of excess goods. | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Effects and Unlocks for Construction:
+1000
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Rare Alloys
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Mithrite and Hyperium are rare and expensive for a good reason: When the technology is mastered, they can be forged into excellent weapons. | |||||||||||
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Effects:
Unlocks tier 1 weapons made of Mithrite | ||||||||||||
Rare Armor
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The most precious and difficult resources to forge, Mithrite and Hyperium, can now be made into high quality armors. | |||||||||||
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Effects:
Unlocks tier 1 armors made of Mithrite | ||||||||||||
Rare Metal Foundry
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Build above seams of these rare minerals, this structure houses a collection of lines, machines, and processes used to extract Mithrite and Hyperium. | ||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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Signal Corps
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The creation of a modern and efficient unit dedicated to military communications greatly improves the ability of a commander to manage large armies. | |||||||||||
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Effects:
+2 Army unit slot(s) on Empire | ||||||||||||
Faction-Specific
Arcana of Renewal
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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. | |||||||||||
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Effects:
+1 Pillar of Regeneration on Empire | ||||||||||||
Painosphere
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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. | |||||||||||
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Effects:
+1 arcana level for all spells on empire | ||||||||||||
Way of the Woodlands
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The forests provide supplies, camouflage, and ready defenses to those who know how to exploit them. | |||||||||||
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Effects:
+25% Defense on units on Forest | ||||||||||||
Era V
Era V is the Age of Heroes:
- Dust tier 2 equipment becomes available.
- Newly-trained units start at level 5 and cost more.
Advanced Quarry
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Better methods for mining, cutting and forging metals and minerals result in greater productivity and less waste, increasing the productivity of Strategic Resource sites. | ||||||||||||||||||
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Unlocks for Construction:
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Arts Council (Technology)
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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. | ||||||||||||||||||
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Unlocks for Construction:
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Dust-Enhanced Buildings
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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. | ||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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Enlightened Trade
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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. | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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Guardian of Air
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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. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
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Effects and Unlocks for Construction:
+1
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Guardian of Water
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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. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
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Effects and Unlocks for Construction:
+1
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Imperial News Network (Technology)
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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. | ||||||||||||||||||
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Unlocks for Construction:
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Improved Dust Alchemies
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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. | ||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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Inoculation Station (Technology)
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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. | ||||||||||||||||||
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Unlocks for Construction:
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Marvelous Alloys
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What a wonderful problem to have! Should one make higher quality weapons out of Adamantian or Palladian? Both are powerful, beautiful, and deadly. | |||||||||||
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Effects:
Unlocks tier 2 weapons made of Adamantian | ||||||||||||
Marvelous Armor
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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. | |||||||||||
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Unlocks for Construction:
Unlocks tier 2 armors made of Adamantian | ||||||||||||
Military Reserves (Technology)
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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. | ||||||||||||||||||
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Unlocks for Construction:
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Modernized Administration
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Professionalization of management and administration radically improves governmental services. Government comes to be viewed as a tool of improvement rather than oppression. | ||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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Scientific Specialization
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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. | ||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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Security Theory
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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. | ||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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State-Approved Theatre
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Public sentiment has never been so easy to massage through the use of skilled playwrights toeing the government line. | |||||||||||
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Effects:
-25% Expansion disapproval generation on cities | ||||||||||||
Town Criers (Technology)
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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. | ||||||||||||||||||
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Unlocks for Construction:
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Volcanic Leecher (Technology)
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Powered by the violent magma beneath, this machine enhances mineral yields on volcanic terrain. | ||||||||||||||||||
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Effects and Unlocks for Construction:
Unlocks the Wraeil's Pendant accessory
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Faction-Specific
Commercial Espionage
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Advanced techniques in espionage - dead drops, ciphers, tradecraft, clandestine cells - turn the caravans of Auriga into a firehose of useful information. | ||||||||||||||||||||||||||||||||||
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Unlocks for Construction:
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Sacrificial Amplifiers
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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. | |||||||||||
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Effects:
+1 arcana level for all Pillars on Empire | ||||||||||||
Era VI
Era VI is the End Of Ages:
- Dust tier 3 equipment becomes available.
- Newly-trained units will start at level 6 and cost more.
- The first faction to research five Era VI technologies will win the Scientific Victory.
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. | |||||||||||
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Effects:
+100% | ||||||||||||
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. | |||||||||||
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Effects:
+100% | ||||||||||||
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 | |||||||||||
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Effects:
+100% | ||||||||||||
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. | |||||||||||
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Effects:
+100% | ||||||||||||
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. | |||||||||||
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Effects:
+100% Life | ||||||||||||
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. | |||||||||||
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Effects:
+100% | ||||||||||||
See also
References
- ↑ See
SimulationsDescriptors[Class].xml





































