Perhaps you're like me--confused as to just what adventuring (for Kingdoms) or domination (for Empires) techs are needed to raise notable, quest or NPC/champion levels. Well, fret no further!
<< KINGDOM ADVENTURE TECHS >>
Kingdoms have three primary adventure "tracks" within the adventure tech tree; exploration, quest and recruiting. Each track is listed below along with a brief summary of the type of techs you can expect to find within. Rarity, presumably as a percentage, appears in parenthesis after the name of each tech in the track.
Exploration Track
The exploration track reveals a variety of resources, and to a lesser extent "goodies." Techs in this line do not increase notables or quest levels!
Exploration (100) --> Lost Bounty (100) --> Lost Maps (100) --> Rare Resources (100) --> Secrets of the Nemesis (100)
Quest Track
The quest track contains techs increasing either quest or notables levels. Ruin delving, as a special case, increases both. This track also contains the potentially game-winning "Quest of Mastery" tech.
Quests (100) --> Ancient Lore (100) --> Ruin Delving (100) --> Ereog's Journals (100) --> Dungeoneering (100) --> Breon's Letters (75) --> Quest of Mastery (20)
Recruiting Track
The recruiting track increases the number and strength of NPCs on the world map. Naturally, these are NPCs that may be recruited by players as champions, for a fee. Refined charm may be researched to lower the hiring fee.
Recruiting (100) --> Heroes (100) --> Legends (25) --> Refined Charm (20)
Adventuring Tech Definitions
Ancient Lore: Raises notables (N2) level. Causes more creatures to spawn.
Breon's Letters: Raises notables (N5) level. Causes more creatures to spawn.
Dungeoneering: Raises quest (Q4) level. Causes more creatures to spawn.
Ereog's Journals: Raises notables (N4) level. Causes more creatures to spawn.
Exploration: Reveals additional resources (all?).
Heroes: Causes champions (C2) to spawn. Causes more creatures to spawn.
Legends: Causes champions (C3) to spawn. Causes more creatures to spawn.
Lost Bounty: Reveals food resources.
Lost Maps: Reveals additional resources (all?).
Quests: Raises quest (Q2) level. Causes more creatures to spawn.
Quest of Mastery: Raises quest (Q5) level. Causes more creatures to spawn.
Rare Resources: Reveals metal resources.
Recruiting: Causes champions (C1) to spawn. Causes more creatures to spawn.
Refined Charm: Lowers recruiting cost by 10%. Repeatable.
Ruin Delving: Raises quest (Q3) level. Raises notables (N3) level. Causes more creatures to spawn.
Secrets of the Nemesis: Reveals crystal resources.
<< EMPIRE DOMINATION TECHS >>
Empires have two primary tracks within the domination tech tree, one of which is branching. Both tracks are listed below along with a brief summary of the type of techs you can expect to find within. Rarity, presumably as a percentage, appears in parenthesis after the name of each tech in the track
Codex Track
The codex track increases the number and strength of NPCs on the world map. Naturally, these are NPCs that may be recruited by players as champions, for a fee. Refined charm may be researched to lower the hiring fee.
Morrigan's Notes (100) --> Umber's Diary (60) --> Curgen's Journal (60) --> Legend of the Bane (80) --> Kir Tion's Codex (80) --> Refined Charm (20)
Mapping Track
The mapping track contains techs increasing quest or notables levels, often both at once. This is the only track, for both Empire and Kingdom civilizations, featuring a branching tree. It also contains the potentially game-winning "Quest of Mastery" tech.
--> Destiny's Scrolls (50) --> Treasure Hunting (50)
Mapping (80)
--> Myth Making (60) --> Plundering (50) --> Demon Lairs (50) --> Quest of Mastery (20)
Domination Tech Definitions
Curgen's Journal: Causes champions (C2) to spawn. Causes more creatures to spawn.
Demon Lairs: Raises notables (N4|5) level. Causes creatures to spawn.
Destiny's Scrolls: Reveals resources (all?).
Kir-Tion's Codex: Reveals metal resources.
Legend of the Bane: Causes champions (C3) to spawn. Causes more creatures to spawn.
Mapping: Raises quest (Q2) level. Raises notables (Q2) level. Reveals resources (all?).
Morrigan's Notes: Causes champions (C1) to spawn. Causes more creatures to spawn.
Myth Making Raises quest (Q3|4) level. Causes more creatures to spawn.
Plundering: Raises notables (N3|4) level. Causes more creatures to spawn.
Refined Charm: Causes champions (C4) to spawn (bug?). Lowers recruiting cost by 10%. Repeatable.
Treasure Hunting: Raises quest (Q3|4) level. Raises notables (N3|4) level.
Umber's Diary: Reveals gold resources.
Additional Notes
Either the Empire or Kingdom's "Refined Charm" tech may not be working as intended--the Empire version could be used to continuously spawn more NPC champions. It is possible, however unlikely appearing, that this is an intentional design feature marking a difference between the competing civilization types and the overall design of their respective trees.
Research within the Empire's domination tech tree is significantly less certain than the Kingdom's adventuring tree. Morrigan's notes is the only tech sporting a 100% chance of appearance. Regardless of rarity, one tech is always assured. Still, the Quest of Mastery may be easier to achieve for Kingdom civilizations because of the direct nature of the quests track.
Did I get something wrong? Forget something entirely? Let me know and I'll update it!
This is anecdotal experience, but as far as I can tell it's the rule.
Yeah, I'm fairly certain that the resource-discovery techs spawn a specific set of resources directly in your area of influence somewhere. In my earliest games, I used to rush them assuming that it would reveal new resources everywhere and help me decide where to found new cities, but all that actually happened is that my lone capital wound up swamped with bees, orchards, and mines.
Excellent info +1 thumbs up. Yet another aspect of the game that lack documentation.
RAT
Yeah that needs to be fixed. You are kind of screwed if you do not wait to research those techs. Not only will your later outposts be deprived of potential resources, but the growth of your capital can be hindered by limiting availible tiles as it is choked off by excessive resource squares. I'm not so sure that the tech that discovers food resources works that way too though. I have noticed new (maybe 1-2 on a large map) appearing later in the game but that may have been from something else.
(This is on version 1.05, since I had a game going that I wanted to continue, I haven't updated yet)
I have a question regarding the maximum notable level. Playing Kingdom, on my map, I have many Notable Locations that are level 5. My level is 4. However, I have researched all of the Adventure tree now, except for Refined Charm, and there is nothing that will get me from level 4 to level 5. Is there a bug somewhere, either in the Tech tree, or elsewhere? Has any Kingdom player been able to get to Notable Level 5?
Exploration has only ever revealed Gold for me. It could be a fluke, but I've had it happen that way 100% of the time.
Nice info,thank you for sorting out alot of things
And such vital info should really have been in the game from the start through tooltips or by other means!
One Gold Mine, then one Orchard and one Apiary... yep, same here.
So far as I can tell, the "WORLDAWARENESS" flag is hard-coded, meaning that its definition isn't exposed in any XML so far. Deciphering out just what it is supposed to produce for the player upon being researched is, well, a matter of trial and error at best, I'm afraid. Know that other, similar techs are quite explicit about the resulting resource--metals, gold, etcetera are listed as the wholly expected result of the tech.
With that in mind, I'm fairly certain that I've seen an iron deposit spawn as a result of the exploration tech. Don't take that as gospel truth, I'm anything but 100% certain. Perhaps, time permitting, I'll test it out a bit. Even a fairly small sample should be enough to tell us if it consistently produces the same resource (e.g., gold) or if there is any randomization to it, however weighted.
Why isnt this in the tech descriptions? At least in a vague but still decipherable way like "...gives you confidence to enter harder dungeons".Tech description mod, anyone?
I'm playing my first Empire game, and I see you are missing some Domination techs. This branch of the Domination Tree opens up various buildings that can be built.
The Old Order (Likely): This breakthru represents a significant effort on behalf of our scouts. We will map out more of the world and find superior notable locations which can provide great items. Unfortunately, it also awakens more dangerous creatures.
Unlocks:Temple of the Titans: The Temple of the Titans increase [sic] the Influence produced by the settlement.Requires Allegiance: EmpirePer faction: 1Requires:Guildar: 90Labor: 15Open Tiles: 1City Level: 3
Leads to: Order of Zaleth
Order of Zaleth: Zaleth was Curgen's chief treasurer. Legend says he could make Guildar appear out of thin air. While we doubt that is the case, this technolgoy will allow us to construct a Treasure in his honor and thus attract the scholars of the coin who can increase that settlement's wealth production.
Unlocks:Zaleth's Treasury: Zaleths' [sic] Treasury increases the Gildar produced by the settlement by 50%.Requires Allegiance: EmpirePer faction: 1Requires:Gildar: 40Materials: 80Labor: 15Open Tiles: 1City Level: 3Bonuses:Gildar: 50%
Leads to: Keepers of the Telenanth
Keepers of the Telenanth: It is said that the Telenanth is the source of all magic. Long before there was life, there was Telenanth. Legend says it took on the physical form of a splendid crystal. Curgen's journals indicate that the Shards themselves are fragments of this Telenanth. By learning more on the Telenanth, we hope to be able to make better use of Arcane Crystal which in turn will allow the construction of more powerful items to aid our soldiers.
Unlocks:Temple of the Telenanth: The Temple of the Telenanth increases the Crystal produced by the settlement by 100%.Requires Allegiance: EmpirePer faction: 1Requires:Gildar: 80Materials: 50Labor: 15Open Tiles: 1City Level: 3Bonuses:Crystal: 100%
Leads to: Order of Islidar
Order of Islidar: Islidar is the legendary farmer who is said to have created the first fruit orchards in the world. We have been fortunate enough to recover his notes only to find that much of his power comes in the form of an enchanted soil given to him by one of the great Magic of the first age. His notes, however, indicate that there is enough of this enchanted soil to vastly increase the food production of a single settlement. We have called this soil "Islidar's Bounty."
Unlocks:Islidar's Bounty: Islidar's Bounty increases the Food produced by the settlement by 100%.Requires Allegiance: EmpirePer faction: 1Requires:Gildar: 40Materials: 80Labor: 15Open Tiles: 1City Level: 3Bonuses:Food: 100%
Leads to: Keepers of the Faith
Keepers of the Faith: The Titans have only been gone a century and already there are those who would have us believe that the Titans were evil destroyers who enslaved. The truth is the only weapon we have to fight such blasphemy. Be assembling the true knowledge of the past, we can build a Temple of Knowledge which will greatly increase our world research capability and spread the word on the benevolence of the Titans.
Unlocks:Temple of Knowledge: The Temple of Knowledge increases the Tech Knowledge produced by the settlement by 100%.Requires Allegiance: EmpirePer faction: 1Requires:Gildar: 140Materials: 20Labor: 15Open Tiles: 1City Level: 3Bonuses:Tech Knowledge: 100%
Leads to: Order of the Emerald
Order of the Emerald: The Emerald Sorceress was beloved by both the Kingdoms of Men and the Empires of old. By making one of our settlements the center of worship of lost Arnor, we can greatly increase that settlement's influence.
Unlocks:Emerald Palace: The Emerald Palace increases the Influence produced by the settlement.Requires Allegiance: EmpirePer faction: 1Requires:Gildar: 100Labor: 25Open Tiles: 1City Level: 4
Leads to: Keepers of Avarice
Keepers of Avarice: Greed is a powerful motivator. Long ago, the Titans build [sic] splendid Temples to attract the most greedy of mortals who, in turn, enriched those around them. This technology will allow us to reconstruct this temple.
Unlocks:Temple of Avarice: The Temple of Avarice increases the Gildar produced by the settlement by 100%.Requires Allegiance: EmpirePer faction: 1Requires:Gildar: 80Materials: 50Labor: 15Open Tiles: 1City Level: 3Bonuses:Gildar: 100%
Leads to: Order of Draginol
Order of Draginol: The Order of Draginol claims that it can rediscover lost shards. We are skeptical of this claim. It cannot be verified since where were these shards previously? Nevertheless, this technology will allegedly reveal more elemental shards.
Unlocks:Order of Draginol: The Order of Draginol summons Lost Shards to the world.Requires Allegiance: EmpirePer Game: 1Requires:Gildar: 80Materials: 50Labor: 15Open Tiles: 1City Level: 3
For my Empire of Magnar, Mapping opened up a Gold Mine that was next to my capitol, and Destiny's Scrolls opened up a Gold Mine next to my second city.
You're right, I should have included that track as well. Originally I was trying to stay focused more on the notables and quest levels dimension and, obviously, it started to grow from there. In any case, I'll update the OP with the "buildings" track soon. Thanks!
Kingdom1st: Gold Mine2nd: Orchard and Apiary
Empire1st: Gold Mine2nd: Gold Mine
3rd: Gold Mine
4th: Ventri Ore
5th: Crystal Deposit
The first level for Kingdoms appears to be random, as I have had it spawn a Crystal Crag.
Devs! put ingame info showing a tech if it increases notable level!!!! ( +1 notable!!)
I'm poking around in the Empire files now. I've been adding 'Game Effect: Raises 'x' Level. More monsters appear.' to the descriptions for my own mod. Just thought I'd point out that 'The Old Order' raises Notable Locations (Goodiehut) Level, so a Level of 6 in Notable Locations is possible with Empire...
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