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=== [[File:TechGroup Development.svg|24px|middle|link=]] Development ===
=== [[File:TechGroup Development.svg|24px|middle|link=]] Development ===
'''Development''' technologies are ones that can help your village as a whole, either by providing a support bonus or providing other functionality that doesn't fit into other categories. Diplomatic technologies are also in this section.
'''Development''' technologies are ones that can help your village as a whole, either by providing a support bonus or providing other functionality that doesn't fit into other categories. Diplomatic technologies are also in this section.
==== Watchtower ====
{{TechInfo
| image=Tech Development Watchtower.png
| tech=Watchtower
| health=200
| builders=4
| group=Starting
| chance=6.5
| encyclopedia=A tower that allows your town to detect enemies when they get close or prepare for raids.
| desc=Watchtowers provide both a notification and sound prompt when an enemy is preparing for a raid. This can be useful for less combat-oriented villages since it gives them time to prepare.
| mats={{Material|Bamboo}} {{Material|Bamboo}}
| props=<br />
{{{!}} style="margin-left:20px"
{{!}}-
{{!}} style="min-width:32px" {{!}} [[File:Icon Inspiration.png|32px]] {{!}}{{!}} '''Detect Raids:''' Get notified when other camps are mustering a raid.
{{!}}}
}}
==== Storage ====
{{TechInfo
| image=Tech Development Storage.png
| tech=Storage
| health=800
| builders=2
| group=Starting
| chance=7.3
| encyclopedia=Protect resources from degrading in the elements.
| desc=Storage structures prevent Materials from degrading when stored inside. This is very useful in conjunction with a workshop production building that slowly produces a degradable Material, such as the [[#Paper Workshop|Paper Workshop]].
| mats={{Material|Chosen Walls}} {{Material|Chosen Walls}} {{Material|Chosen Roof}}
}}


==== Canal ====
For a list of Development technologies, see [[Technologies/Development]].
{{TechInfo
| image=Tech Development Canal.png
| tech=Canal
| health=&infin;
| builders=2
| karma=2
| group=Group 2
| rarity=Rare
| chance=5.7
| footp=1x1
| encyclopedia=Dig a canal in the earth to fertilize nearby soil at sea level.
| desc=Digging a Canal provides fertile soil to an area that otherwise has another soil type. However, one end of a canal must be placed next to a water source.
| props=<br />
{{{!}} style="margin-left:20px"
{{!}}-
{{!}} style="min-width:32px" {{!}} [[File:Icon Bonus FertilizingEdges.png|32px]] {{!}}{{!}} '''Fertilizing Edges:''' Nearby soil becomes fertile.
{{!}}}
* '''Unique Combinations:'''
{{{!}} style="margin-left:20px"
{{!}}-
{{!}} {{Unique|Development|Canal|Resources|Clay Pit|Muddy Canal}}
{{!}}-
{{!}} {{Unique|Development|Canal|Passive|Sturdy Shovels|Muddy Canal}}
{{!}}-
{{!}} {{Unique|Development|Canal|Development|Fertilizing Termites|Muddy Canal}}
{{!}}-
{{!}} {{Unique|Development|Canal|Protection|Well|Irrigation}}
{{!}}}
}}
 
==== Alarm Instrument ====
{{TechInfo
| image=Tech Development Alarm Instrument.png
| tech=Alarm Instrument
| health=200
| builders=2
| group=Starting
| chance=8.1
| single=Yes
| encyclopedia=Adds a button to manually ring the alarm to alert your entire town and allows you to "select all" for more efficient raids and defense.
| desc=The Alarm Instrument is the only technology that changes the user interface of the game: adding a button to select all of your units at once.
| mats={{Material|Logs}}
| props=<br />
{{{!}} style="margin-left:20px"
{{!}}-
{{!}} style="min-width:32px" {{!}} [[File:Icon Bonus Alarm.png|32px]] {{!}}{{!}} '''Alarm:''' Adds a button to select all your units.
{{!}}}
}}
 
==== Warding Apiary ====
{{TechInfo
| image=Tech Development Warding Apiary.png
| tech=Warding Apiary
| health=100
| builders=2
| karma=2
| group=Group 1
| chance=4.9
| rarity=Rare
| place=Tree
| encyclopedia=A defensive ward that scares and distracts smaller Beasts and fertilizes nearby crops.
| desc=Warding Apiaries ward off smaller Beasts (such as [[Beasts#Snail|Snails]]), which can be very useful if your village is located near a cluster of Beasts.
| mats={{Material|Clay}}
| props=<br />
{{{!}} style="margin-left:20px"
{{!}}-
{{!}} style="min-width:32px" {{!}} [[File:Icon Bonus Affects Beasts.png|32px]] {{!}}{{!}} '''Affects Beasts:''' Affects smaller Beasts in the area but not people.
{{!}}-
{{!}} style="min-width:32px" {{!}} [[File:Icon Placement Tree.svg|32px]] {{!}}{{!}} '''Tree Placement:''' Must be placed in a tree.
{{!}}}
* '''Unique Combinations:'''
{{{!}} style="margin-left:20px"
{{!}}-
{{!}} {{Unique|Development|Warding Apiary|Resources|Adobe Oven|Towering Bee-boxes}}
{{!}}-
{{!}} {{Unique|Development|Warding Apiary|Resources|Stone Mine|Towering Bee-boxes}}
{{!}}-
{{!}} {{Unique|Development|Warding Apiary|Resources|Bricks Quarry|Towering Bee-boxes}}
{{!}}-
{{!}} {{Unique|Combat|Grenadier Calefactor|Development|Warding Apiary|Bee Bombs}}
{{!}}-
{{!}} {{Unique|Combat|Grenade Wright|Development|Warding Apiary|Beebomb Wright}}
{{!}}}
}}
 
==== Beast Lure ====
{{TechInfo
| image=Tech Development Beast Lure.png
| tech=Beast Lure
| health=100
| builders=2
| karma=2
| group=Group 1
| chance=8.1
| single=Yes
| encyclopedia=A mighty scented candle that attracts Beasts as it burns.
| desc=Beast Lures can attract smaller Beasts (such as [[Beasts#Snail|Snails]]), but do not tame them or make them friendly.
| mats={{Material|Clay}} {{Material|Clay}}
| props=<br />
{{{!}} style="margin-left:20px"
{{!}}-
{{!}} style="min-width:32px" {{!}} [[File:Icon Bonus Affects Beasts.png|32px]] {{!}}{{!}} '''Affects Beasts:''' Affects smaller Beasts in the area but not people.
{{!}}}
}}
 
==== Firetower Hearth ====
{{TechInfo
| image=Tech Development Firetower Hearth.png
| tech=Firetower Hearth
| health=400
| builders=1
| rarity=Rare
| chance=4.9
| single=Yes
| encyclopedia=A towering Hearth immune to flooding which grants extra range. Replaces the Campfire.
| desc=Placed over (and replacing) the [[#Campfire Hearth|Hearth]], the Firetower Hearth extends the range of the claimed territory by 1.5&times;, as well as becoming immune to flooding.
| mats={{Material|Logs}} {{Material|Logs}}
| place=Hearth
| props=<br />
{{{!}} style="margin-left:20px"
{{!}}-
{{!}} style="min-width:32px" {{!}} [[File:Icon Placement Hearth.svg|32px]] {{!}}{{!}} '''Hearth Attachment:''' Placed over your [[#Campfire Hearth|Hearth]] and blocks further Hearth attachments.
{{!}}-
{{!}} style="min-width:32px" {{!}} [[File:Icon Bonus Multi-Storey.png|32px]] {{!}}{{!}} '''Immune to Flooding:''' Unaffected by rising tides.
{{!}}}
* '''Unique Combinations:'''
{{{!}} style="margin-left:20px"
{{!}}-
{{!}} {{Unique|Combat|Rifle Casern|Development|Firetower Hearth|Firelance Casern}}
{{!}}-
{{!}} {{Unique|Combat|Powderstack|Development|Firetower Hearth|Firelance Rifles}}
{{!}}-
{{!}} {{Unique|Combat|Grenadier Calefactor|Development|Firetower Hearth|Fire Bombs}}
{{!}}-
{{!}} {{Unique|Combat|Grenade Wright|Development|Firetower Hearth|Firebomb Wright}}
{{!}}}
}}
 
==== Trade Table ====
{{TechInfo
| image=Tech Development Trade Table.png
| tech=Trade Table
| health=250
| builders=1
| karma=2
| group=Starting
| chance=5.7
| rarity=Rare
| single=Yes
| encyclopedia=A table to make trade route requests in neutral territory.
| desc=Trade Tables allow you to set up trade routes by specifying what resources you will give in exchange for a specific resource. Trade routes are an ongoing, 1:1 trade, and your standing with a village that you have established a trade route with improves with each trade.
 
Other villages can also start trade routes with you, and you can choose to accept or decline the trade route. Note, however, that if a long enough period of time goes between trades that are started by other villages, the route will be stopped and your standing with that village will decrease.
| mats={{Material|Bamboo}} {{Material|Fabric}}
}}
 
==== Demand Table ====
{{TechInfo
| image=Tech Development Demand Table.png
| tech=Demand Table
| health=250
| builders=1
| karma=2
| group=Starting
| chance=4.9
| rarity=Rare
| single=Yes
| encyclopedia=A table to make demands of your enemies.
| desc=Demand Tables allow you to "request" resources from other villages, for nothing in return. If a demand is satisfied, the standing between your village and the opposing village can increase. Once a demand is satisfied or refused, another demand may be made.
 
Other villages can also demand resources from you, and you can choose to accept or decline the demand. Declining the demand (or accepting it and then failing to satisfy the demand within a certain period of time) reduces your standing with that village.
| mats={{Material|Bamboo}} {{Material|Fabric}}
}}
 
==== Royal Gift ====
{{TechInfo
| image=Tech Development Royal Gift.png
| tech=Royal Gift
| health=200
| builders=4
| karma=2
| group=Group 2
| chance=4.9
| rarity=Rare
| single=Yes
| encyclopedia=Gift resources to your neighbors to improve relations.
| desc=Royal Gifts allow you to gift four of any resource type to an opposing village. If the gift is accepted, it significantly improves your standing with that village. A completed Royal Gift must be carried inside the territory of the opposing village, so care must be taken not to accidentally start a fight.
| mats={{Material|Random Resource}} {{Material|Random Resource}} {{Material|Random Resource}} {{Material|Random Resource}} (chosen)
| prod={{Unit|Gift}}
| props=[[File:Symbol None.svg|32px|middle|link=]]
* '''Unique Combinations:'''
{{{!}} style="margin-left:20px"
{{!}}-
{{!}} {{Unique|Development|Royal Gift|Resources|Blastpowder Distillery|Disguised Gift}}
{{!}}-
{{!}} {{Unique|Development|Royal Gift|Resources|Blastpowder Boiler|Disguised Gift}}
{{!}}-
{{!}} {{Unique|Development|Royal Gift|Resources|Firebird Perch|Disguised Gift}}
{{!}}-
{{!}} {{Unique|Development|Royal Gift|Resources|Pellet Collector|Disguised Gift}}
{{!}}}
}}
 
==== Market Tower ====
{{TechInfo
| image=Tech Development Market Tower.png
| tech=Market Tower
| health=600
| builders=6
| karma=4
| group=Group 3
| chance=3.2
| rarity=Epic
| prereq={{TechGroup|Shelter}}
| encyclopedia=Add storage to all the edges of nearby houses to keep resources from degrading.
| desc=A Market Tower present in a village will add a small overhang to each Shelter structure, allowing Materials to be stored beneath without fear of degrading.
| mats={{Material|Chosen Roof}} {{Material|Logs}} {{Material|Logs}} {{Material|Chosen Walls}} {{Material|Chosen Walls}}
}}
 
==== Sauna ====
{{TechInfo
| image=Tech Development Sauna.png
| tech=Sauna
| health=300
| builders=2
| karma=2
| group=Group 2
| rarity=Rare
| chance=4.9
| encyclopedia=Attached to a house and increases the max health of anyone spawned from that house.
| desc=Saunas multiply the health of any new [[Units#Brave|Brave]] spawned from the attached house by 1.5&times;, making them more effective in combat. The Sauna is one of only two technologies that still allow Braves to spawn from the attached house, instead of overriding their production.
| prereq={{TechGroup|Shelter}}
| mats={{Material|Logs}} {{Material|Clay}}
| place=Attachment
| props=<br />
{{{!}} style="margin-left:20px"
{{!}}-
{{!}} style="min-width:32px" {{!}} [[File:Icon Placement Attachment.svg|32px]] {{!}}{{!}} '''Attachment:''' This structure attaches to a house and overrides its production.
{{!}}-
{{!}} style="min-width:32px" {{!}} [[File:Icon Bonus HardenedSkin.png|32px]] {{!}}{{!}} '''Hardened Skin:''' Braves start with 50 percent more health.
{{!}}}
* '''Unique Combinations:'''
{{{!}} style="margin-left:20px"
{{!}}-
{{!}} {{Unique|Combat|Barracks|Development|Sauna|Axe Barracks}}
{{!}}-
{{!}} {{Unique|Combat|Swordsmith|Development|Sauna|Axesmith}}
{{!}}-
{{!}} {{Unique|Development|Sauna|Shelter|Wood Longhouse|Axesmith}}
{{!}}}
}}
 
==== Skyhook ====
{{TechInfo
| image=Tech Development Skyhook.png
| tech=Skyhook
| health=400
| builders=2
| karma=2
| chance=5.7
| rarity=Rare
| encyclopedia=Grab a cloud above and keep it from leaving.
| desc=Skyhooks allow you to capture clouds during rainfall and keep them hovering above a given point. This can be useful to fill water collectors (such as [[#Rotunda|Rotunda]] roofs) or fertilize crops.
| mats={{Material|Clay}} {{Material|Clay}} {{Material|Blastpowder}} {{Material|Bamboo}}
}}
 
==== Cloudcatcher ====
{{TechInfo
| image=Tech Development Cloudcatcher.png
| tech=Cloudcatcher
| health=200
| builders=2
| karma=2
| group=Group 3
| chance=5.7
| rarity=Rare
| encyclopedia=Grabs a cloud above and pulls it down into a ceramic jar which can be released at a later time.
| desc=Cloudcatchers capture clouds (hence the name), storing them until they're broken. Once released, the cloud will rain and drift like any other cloud. This can be particularly helpful to control fires.
| mats={{Material|Ceramics}} {{Material|Ceramics}} {{Material|Logs}} {{Material|Bamboo}}
| props=[[File:Symbol None.svg|32px|middle|link=]]
* '''Unique Combinations:'''
{{{!}} style="margin-left:20px"
{{!}}-
{{!}} {{Unique|Combat|Rifle Casern|Development|Cloudcatcher|Whitebarrel Casern}}
{{!}}-
{{!}} {{Unique|Combat|Powderstack|Development|Cloudcatcher|Whitebarrel Rifles}}
{{!}}}
}}
 
==== Tallback ====
{{TechInfo
| image=Tech Development Tallback.png
| tech=Tallback
| health=400
| builders=4
| karma=3
| group=Group 4
| chance=4
| rarity=Epic
| footp=3x3
| encyclopedia=A slow vehicle that doesn't hold people but has space for a Beast attachment.
| desc=Tallbacks are vehicles capable of handling small Beast attachments, such as [[#Beast Farmstalks|Beast Farmstalks]]. Tallbacks cannot, however, take the place of a required Beast in a production structure. In addition, the first Tallback built will spontaneously generate a Beast inspiration upon completion.
| mats={{Material|Logs}} {{Material|Logs}} {{Material|Bamboo}} {{Material|Bamboo}}
| prod={{Unit|Tallback}}
| props=<br />
{{{!}} style="margin-left:20px"
{{!}}-
{{!}} style="min-width:32px" {{!}} [[File:Icon Inspiration.png|32px]] {{!}}{{!}} '''Discover New Inspiration:''' Careful thinking can lead to a new source of Inspiration.
{{!}}}
}}
 
==== House Extension ====
{{TechInfo
| image=Tech Development House Extension.png
| tech=House Extension
| health=2500
| builders=2
| karma=2
| chance=4.9
| encyclopedia=Attaches to a house and increases the max capacity by +2.
| desc=When a House Extension is built, the population cap added increases by 2. This can be helpful if a Shelter technology is selected with a useful bonus ability but a low capacity. The House Extension is one of only two technologies that still allow Braves to spawn from the attached house, instead of overriding their production.
| prereq={{TechGroup|Shelter}}
| mats={{Material|Chosen Walls}} {{Material|Chosen Walls}}
| place=Attachment
| props=<br />
{{{!}} style="margin-left:20px"
{{!}}-
{{!}} style="min-width:32px" {{!}} [[File:Icon Placement Attachment.svg|32px]] {{!}}{{!}} '''Attachment:''' This structure attaches to a house and overrides its production.
{{!}}-
{{!}} style="min-width:32px" {{!}} [[File:Symbol Population +2.svg|32px]] {{!}}{{!}} '''Add-On:''' Adds 2 to the population cap.
{{!}}}
}}
 
==== Burial Mound ====
{{TechInfo
| image=Tech Development Burial Mound.png
| tech=Burial Mound
| health=1000
| builders=3
| karma=6
| group=Group 1
| chance=4.9
| rarity=Rare
| encyclopedia=Honor the fallen with a stone burial mound that passes units on to the next Challenge.
| desc=Burial Mounds allow you to carry one (or more) of your killed units into the next Challenge. These new units spawn as ghosts, which have only 1 hit point but can be useful to get an early start.
| mats={{Material|Bricks}} {{Material|Bricks}} {{Material|Clay}} {{Material|Clay}}
| props=<br />
{{{!}} style="margin-left:20px"
{{!}}-
{{!}} style="min-width:32px" {{!}} [[File:Icon Bonus Requires Death.png|32px]] {{!}}{{!}} '''Requires Death:''' One of your villagers has to have died for this to be built.
{{!}}-
{{!}} style="min-width:32px" {{!}} [[File:Icon Bonus Next Generation.png|32px]] {{!}}{{!}} '''Next Generation:''' Honor your dead and see them return in the next Challenge.
{{!}}}
* '''Unique Combinations:'''
{{{!}} style="margin-left:20px"
{{!}}-
{{!}} {{Unique|Development|Burial Mound|Resources|Adobe Oven|Combat Memorial}}
{{!}}-
{{!}} {{Unique|Development|Burial Mound|Resources|Stone Mine|Combat Memorial}}
{{!}}-
{{!}} {{Unique|Development|Burial Mound|Resources|Bricks Quarry|Combat Memorial}}
{{!}}-
{{!}} {{Unique|Development|Burial Mound|Movement|Overhang|Cliff Coffins}}
{{!}}-
{{!}} {{Unique|Development|Burial Mound|Resources|Lumberjack|Cliff Coffins}}
{{!}}-
{{!}} {{Unique|Development|Burial Mound|Resources|Planks Workshop|Cliff Coffins}}
{{!}}-
{{!}} {{Unique|Development|Burial Mound|Movement|Totora Dock|Funeral Boat}}
{{!}}-
{{!}} {{Unique|Development|Burial Mound|Movement|Canoe Dock|Funeral Boat}}
{{!}}-
{{!}} {{Unique|Development|Burial Mound|Movement|Dragon Boat Dock|Funeral Boat}}
{{!}}-
{{!}} {{Unique|Development|Burial Mound|Movement|Sampan Dock|Funeral Boat}}
{{!}}}
}}
 
==== Incense Diffuser ====
{{TechInfo
| image=Tech Development Incense Diffuser.png
| tech=Incense Diffuser
| health=500
| builders=3
| karma=4
| chance=4.9
| rarity=Epic
| group=Group 3
| encyclopedia=Incense in the air makes units move faster nearby.
| desc=When placed on top of a [[#Resource Totem|Resource Totem]], all friendly units move 1.5&times; faster within the Totem's area of effect.
| mats={{Material|Ceramics}} {{Material|Clay}}
| footp=1x1
| place=Resource Totem
| props=<br />
{{{!}} style="margin-left:20px"
{{!}}-
{{!}} style="min-width:32px" {{!}} [[File:Icon Placement Resource Totem.svg|32px]] {{!}}{{!}} '''Placed on Resource Totem:''' This structure attaches to a Resource Totem and affects the area within its radius.
{{!}}}
* '''Unique Combinations:'''
{{{!}} style="margin-left:20px"
{{!}}-
{{!}} {{Unique|Beast|Beast Incense Emitter|Development|Incense Diffuser|Speedy Beast Incense Emitter}}
{{!}}-
{{!}} {{Unique|Combat|Temple|Development|Incense Diffuser|Incense Chapel}}
{{!}}}
}}
 
==== Fertilizing Termites ====
{{TechInfo
| image=Tech Development Fertilizing Termites.png
| tech=Fertilizing Termites
| health=Unknown
| builders=3
| karma=Unknown
| chance=3.2
| rarity=Epic
| group=Unknown
| encyclopedia=A banner attachment that grows green fertile grass around it.
| desc=When placed on top of a [[#Resource Totem|Resource Totem]], all of the nearby ground tiles will become green grass tiles.
| mats={{Material|Logs}} {{Material|Logs}} {{Material|Logs}} {{Material|Clay}}
| footp=1x1
| place=Resource Totem
| props=<br />
{{{!}} style="margin-left:20px"
{{!}}-
{{!}} style="min-width:32px" {{!}} [[File:Icon Placement Resource Totem.svg|32px]] {{!}}{{!}} '''Placed on Resource Totem:''' This structure attaches to a Resource Totem and affects the area within its radius.
{{!}}-
{{!}} style="min-width:32px" {{!}} [[File:Icon Bonus FertilizingEdges.png|32px]] {{!}}{{!}} '''Fertilizing Edges:''' Nearby soil becomes fertile.
{{!}}}
* '''Unique Combinations:'''
{{{!}} style="margin-left:20px"
{{!}}-
{{!}} {{Unique|Development|Canal|Development|Fertilizing Termites|Muddy Canal}}
{{!}}}
}}


=== [[File:TechGroup Beast.svg|24px|middle|link=]] Beast ===
=== [[File:TechGroup Beast.svg|24px|middle|link=]] Beast ===

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