Game Concepts: Difference between revisions

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|title=Research
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Research is one of the primary ways of advancing a nation. As new technologies are learned this will unlock numerous different bonuses, units, equipment, improvements, spells, and much more. The higher the research income from cities is the quicker new techs will be learned.


'''Tech Trees'''<br>
The technologies that can be learned are broken into three different tech trees, each with their own focus and prerequisites. Only one technology can be researched at a time.
*'''Civilization Tree''' - The Civilization tree is focused on improving a nation’s economy and infrastructure. Here one will find dozens of improvements that increase city Production, food supplies, Research and Gildar income. In addition, Civilization is the tree of diplomacy, improving the options when dealing with other nations and helping to recruit units from the wild.
*'''Warfare Tree''' - The Warfare tree is designed to help the efforts with trained units and Champions. It unlocks new training techniques and improvements that boost trained units. All of the non-magical equipment is unlocked from Warfare including multiple varieties of armor, weapons, mounts, and more. While magical equipment may be stronger in many cases, equipment unlocked in the Warfare tree has the advantage of only requiring metal and being easier to produce en masse.
*'''Magic Tree''' - The Magic tree is built on the unlocking of magical spells, equipment, and improvements. It will allow the player to build and purchase the most powerful weapons, armor, and accessories for their units with the enough Crystal and Gildar. Along with magical equipment, the Magic tree is the ultimate tree for Champions. Through it one can recruit higher level Champions in the world as well as provide them with new spells.
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|title=Taxation and Income
|title=Taxation and Income
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Taxation is your primary source of Gildar income for a nation. Cities provide income that increases based on the city’s level and the improvements it contains. While the base income rate is determined by these factors, the tax rate applied to income will decide how much money is being earned each turn.


'''Tax Rate'''<br>
The tax rate is controlled by the player at a global level and is the ultimate control over how much money they will make every turn. The higher the tax rate, the more Gildar each turn. However, as taxes go up, so will Unrest in all the cities. The exact breakdown of the current tax rate, along with what will happen if it is changed, can be seen from the tax rate section of the main UI screen.
'''Unrest Penalty'''<br>
There is a delicate balance that must be maintained between taxes and unrest. Unrest is a penalty applied to each of the cities based on the tax rate that reduces their research and production. While lowering taxes is the easiest way to reduce unrest levels in a city, individual cities can also lower their unrest through a variety of improvements and unit bonuses. By carefully managing unrest levels in cities one can maximize Gildar income without taking too much of a penalty to production and research.
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|title=Faction Power
|title=Faction Power
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The faction power window can show the player the current military standing as compared to the other nations of the world. It is important to consider when dealing with any other faction as it will influence how they treat the player's faction and what can be asked of them.
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[[Category:Fallen Enchantress]]
[[Category:Fallen Enchantress]]

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