They can also add separate research tabs, independent of the main tree. Projects will be moved apart if they overlap. Mods can add their own research projects they can be manually placed, or automatically placed if not specified. Specific scenarios can add, but not remove, pre-researched topics. Note that the majority of research topics are industrial or higher.īoth New Arrivals and New Tribes start with certain projects already researched. Researching Industrial-level tech or higher takes 2x the research for tribes.Researching Medieval-level tech, like Long Swords, takes 1.5x the research points for tribes to complete.New Tribes start at a Neolithic tech level, so certain research costs are increased: New Arrivals start at an Industrial level, and have normal costs for all research. Your faction's tech level determines research point costs, and therefore time spent researching. In addition, multiple benches can be used simultaneously, again, without penalty. Multiple researchers will all contribute towards the same project, with no penalties. However, you can freely switch between research projects, and all research progress is retained. Only one research project can be studied at a time. Research Speed is primarily determined by the Intellectual skill. Once a project is selected, a researcher will work at the bench to generate research points. Most research projects require a prerequisite. Research is presented as a tech tree, with later projects placed further right. Certain buildings and gear require research in order to be built.Ī research bench is required to conduct research, with some projects requiring more advanced research stations. Research is the primary method through which players can enhance and expand the abilities of their colony.
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