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No. | Technology | research_points | cost_per_round | Requires | Effects | Enables |
1 |
Civil Tier 1 The Way of the Guilds A powerful, authoritative voice in any Hold, the Guilds dominate Dwarfen civil life, controlling trade, finances and labour. |
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2 |
Civil Tier 2 Dwarf Treasuries Dwarf treasuries are often as deep as their vaults… which can be very deep! |
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Income from Settlements: +10% (faction_to_region_own_unseen) |
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3 |
Civil Tier 2 Dwarfen Diplomats Grumpy, straight-talking Dwarfs do not make the best diplomats, yet some are better at it than others! |
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Diplomatic relations: +10 with all factions (factionwide) |
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4 |
Civil Tier 2 Include Related Families Nepotism is not a dirty word in Dwarf society. The Guilds encourage it, for family honour is prized. |
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{{tr:public_order}}: +1 (all provinces) |
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5 |
Civil Tier 2 Khazid Subsidies To grow the Everlasting Realm, the Guilds send subsidies to make settlements old and new sustainable. |
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Income from Settlements: +5% (faction_to_region_own_unseen) |
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6 |
Civil Tier 3 Dwarfen Emissaries Dwarfen Emissaries use their forbearance of other races to play the game of diplomacy as well as any Elf, lacing palms with oathgold as needed. |
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Diplomatic relations: +20 with all factions (factionwide) |
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7 |
Civil Tier 3 Scrutinise Guild Leaders As Dwarf Guilds wield such power, it makes sense that the Clans keep an eye on them, ensuring competence and honesty. |
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Masters of Steel and Stone commandment: additional -5% to {{tr:icon_money}}recruitment cost (faction_to_province_own_unseen) |
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8 |
Civil Tier 3 Thane's Authority Thanes speak with the word of their King, and so the Guilds' rarely question such direct commands. |
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Hero action cost: -20% (faction_to_character_own_unseen) |
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9 |
Civil Tier 3 Tool Market When a Dawi is in need of decent hammer or az, the Tool Market is the place to find it. |
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Income from Toolmakers: +5% (faction_to_region_own_unseen) |
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10 |
Civil Tier 3 Toolmakers' Guild The august Toolmakers are a young but powerful Guild, as all Dawi that practise a craft need tools. |
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Income from Toolmakers: +10% (faction_to_region_own_unseen) |
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11 |
Civil Tier 4 Autonomy of the Holds Karaz Ankor states that, while all Dwarfholds swear fealty to the High King, they are ruled independently. |
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Empower the Guilds commandment: additional 15 [[img:icon_growth]][[/img]]growth (faction_to_province_own_unseen) |
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12 |
Civil Tier 4 Heavy Quernstones Dwarf grinding stones are always perfectly round and decorated with geometric scrawls and runes, usually of Valaya's making. |
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Growth: +10 (all provinces) |
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13 |
Civil Tier 4 Oaths of Loyalty Every Dwarf must make unbreakable oaths to his King. Only the most scraggiest of beard-wearers would think to break them. |
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{{tr:public_order}}: +1 (all provinces) |
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14 |
Civil Tier 4 Storage Vaults In the lower deeps of any Hold are the sealed vaults. They are cool and dark, perfect for storing foodstuffs and other vital supplies. |
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Leadership: +10 when under siege (faction_to_force_own_unseen) |
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15 |
Civil Tier 4 Underway Trade Caravans Dwarfholds tend to trade with each other via the Underway, which keeps prying eyes out of Dawi business. |
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Income from trade: +5% trade agreement tariffs (factionwide) |
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16 |
Civil Tier 5 High King's Authority Thorgrim brooks no fools, Dawi or otherwise. He is stern - even for a High King - and his authority is absolute. |
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{{tr:public_order}}: +2 (all provinces) |
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17 |
Civil Tier 5 Improved Blast Charges Dwarfs are not ones for innovation, but refining a process to perfection is a totally different matter! |
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Income from Iron Mines, Gold Mines and Stone Quarries: +10% (faction_to_region_own_unseen) |
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18 |
Civil Tier 5 Gromril Picks Dwarfen picks of Gromril are rare, but only needed when mining for star-iron ore, as like finds like. |
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Income from Iron Mines, Gold Mines and Stone Quarries: +5% (faction_to_region_own_unseen) |
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19 |
Civil Tier 5 The King's Share The Royal Clan is entitled to its tithe. The Reckoners guarantee that the Guilds pay up. |
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Income from trade: +10% trade agreement tariffs (factionwide) |
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20 |
Civil Tier 6 Ancestral Tombs The tombs of the Ancestors are shrines, for Dwarfs revere age, experience and unbroken blood lines. |
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Venerate the Ancestors commandment: additional 1 reduction to [[img:icon_corruption_vmp]][[/img]]Vampiric and [[img:icon_corruption_chs]][[/img]]Chaos corruption (faction_to_province_own_unseen) |
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21 |
Civil Tier 6 Construction Duty Dwarfs are industrious. When the Guilds call for construction, their members gather and work their beards off! |
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Construction cost: -10% for all buildings (faction_to_region_own_unseen) |
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22 |
Civil Tier 6 Sealstones Some tombs lay closed, forever sealed with stones covered in ancient runes that glow when evil lurks nearby. |
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Reduction in [[img:icon_corruption_vmp]][[/img]]Vampiric and [[img:icon_corruption_chs]][[/img]]Chaos corruption: +1 (factionwide) |
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23 |
Civil Tier 6 Steam Drills Steam-powered automated drills are a recent, if noisy, invention by the Engineers' Guild. |
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Income from Iron Mines, Gold Mines and Stone Quarries: +15% (faction_to_region_own_unseen) |
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24 |
Civil Tier 6 Prospecting Dwarf prospectors are experienced miners. It is said they can even uncover new seams by smell rather than sight. |
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Income from Salt Mines and Dyemakers: +5% (faction_to_region_own_unseen) |
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25 |
Civil Tier 7 Grand Throne Chamber The grander the Throne Chamber, the more envious and intimidated the King's audience or 'guests' will be. |
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26 |
Civil Tier 7 Construction Guilds Along with the Engineers, the Construction Guilds are some of the most powerful, for every Dwarf needs a home. |
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Construction time: -2 for Province Capital/Settlement buildings (all regions) |
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27 |
Civil Tier 7 Dwarfen Grims The 'Grims' - small Dwarf tokens attached to their products - are a sign of quality even the manlings understand. |
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28 |
Civil Tier 7 Valaya's Protection Dwarf Runepriests are rare, but when they visit the Holds they inscribe the Protection of Valaya upon home and hearth. |
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Reduction in [[img:icon_corruption_vmp]][[/img]]Vampiric and [[img:icon_corruption_chs]][[/img]]Chaos corruption: +3 (factionwide) |
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29 |
Civil Tier 7 Water-Proof Packaging Using tar and hide, the Dwarfs can effectively waterproof certain supplies that are otherwise prone to spoilage. |
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30 |
Civil Tier 8 Deep Resource Extraction Thanks to the Guilds, Dwarfs excel at getting resources out of the ground - no matter how deep! |
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31 |
Civil Tier 8 Grungni's Blessing The Runepriests bestow Grungni's Blessing on Guild works, ensuring profitable ventures for all. |
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32 |
Civil Tier 8 Halls of Great Guilds It is in the Guild halls where the ruling councils meet to discuss policy, tariffs, and to further their goals. |
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33 |
Civil Tier 8 Rat Poison The putting together of great Dwarfen heads always results in the optimal solution, even when facing the foulest, most abominable problem. |
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Income from Iron Mines, Gold Mines and Stone Quarries: +5% (faction_to_region_own_unseen) |
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