Moebius Research

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Every culture researches the same knowledge. Research is split into three trees, Military, Social Welfare, and Wealth, that all branch from Agriculture that any nation begins the game knowing. Research options, each called a knowledge, fall into four tiers under each tree. Each knowledge grants some new kind of construction, a new action, or a bonus to an existing stat, in addition to further research options.

Agriculture

Not really its own research option, as every kingdom starts with it, but actions, units, and such that are available at kingdom creation fall under it.

Constructions

  • Palace - Seat of the kingdom, tiles close to the palace receive happiness bonuses and are generally easier to manage than those further away. The first palace is provided at kingdom creation, but it may be moved if built on another tile.
  • Farm - When worked by peasants, provides four times the food as the unimproved tile would. When worked by farmers, this bonus increases to eight (as with any specialist working their occupation).

Bonuses

  • Wilderness Claiming - Units may be sent into bordering wilderness to tame land and add it to the kingdom. It is highly recommended this is done with military units.

Military

Weapons

  • Tier 1
  • Prerequisite Knowledge: Agriculture

Constructions

  • Wall
  • Gate

Units

  • Warrior

Advanced Weapons

  • Tier 2
  • Prerequisite Knowledge: Weapons

Units

  • Archer - Good against melee units Warrior and Mounted Warrior.

Specialized Training

  • Tier 2
  • Prerequisite Knowledge: Weapons

Units

  • Pikeman - Good against Mounted Warrior

Strategy and Tactics

  • Tier 3
  • Prerequisite Knowledge: Advanced Weapons, Specialized Training

Constructions

  • Fort - Automatically draw food from nearby food stores for its garrisoned units and trains military units twice as quickly.

War Animals

  • Tier 3
  • Prerequisite Knowledge: Advanced Weapons, Specialized Training, Domesticated Animals

Units

  • Mounted Warrior - Specializes in defeating the Warrior unit.

Siege Engines

  • Tier 4
  • Prerequisite Knowledge: Strategy and Tactics, War Animals

Units

  • Catapult - Specializes in breaking through Walls and destroying other constructions.

Logistics

  • Tier 4
  • Prerequisite Knowledge: Strategy and Tactics, War Animals, Food Preservation

Constructions

  • Base - A Fort that may be built in another allied kingdom's territory, with their permission.

Bonuses

  • Allows the kingdom to field an army beyond its borders, as long as food and supplies are brought to them or provided through a Base.

Social Welfare

Tools

  • Tier 1
  • Prerequisite Knowledge: Agriculture

Constructions

  • Quarry

Domesticated Animals

  • Tier 2
  • Prerequisite Knowledge: Tools

Roads

  • Tier 2
  • Prerequisite Knowledge: Tools

Constructions

  • Road

Food Preservation

  • Tier 3
  • Prerequisite Knowledge: Domesticated Animals, Roads

Constructions

  • Storehouse

Urban Planning

  • Tier 3
  • Prerequisite Knowledge: Roads, Labor Specialization

Constructions

  • City Hall - Provides happiness bonuses for different, non-farm constructions being built on adjacent tiles. E.g. a baker next to a butcher both provide happiness bonuses for civilian units in or passing through their tiles.

Bonuses

  • Unlocks the Census feature, recording aggregate information about the kingdom's populace at periodic intervals.

Social Mobility

  • Tier 4
  • Prerequisite Knowledge: Food Preservation

Bonuses

  • Provides a blanket, kingdom-wide happiness boost, allowing for larger cities and easier management of land further from the palace.

Divisional Governance

  • Tier 4
  • Prerequisite Knowledge: Food Preservation, Urban Planning

Bonuses

  • Allows the king to assign PC or NPC advisers to manage aspects of his kingdom, freeing him to deal more closely with others.

Wealth

Trade

  • Tier 1
  • Prerequisite Knowledge: Agriculture

Bonuses

  • Allows the kingdom to forge treaties with neighboring kingdoms.

Labor Specialization

  • Tier 2
  • Prerequisite Knowledge: Trade

Units

  • Farmer
  • Carpenter
  • Stonemason

Bonuses

  • Allows the training of non-military specialized units. These work twice as well/fast at their profession, and half as well/fast at all other tasks.

Money

  • Tier 2
  • Prerequisite Knowledge: Trade

Bonuses

  • Allows the kingdom to form treaties with non-neighboring kingdoms.

Guilds

  • Tier 3
  • Prerequisite Knowledge: Labor Specialization

Constructions

  • Smithy
  • Butcher
  • Baker
  • Trading Post

Lending

  • Tier 3
  • Prerequisite Knowledge: Labor Specialization, Money

Companies

  • Tier 4
  • Prerequisite Knowledge: Guilds, Lending

Banking

  • Tier 4
  • Prerequisite Knowledge: Guilds, Lending
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