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No. | Technology | research_points | cost_per_round | Requires | Effects | Enables |
1 | ![]() |
Civil Tier 2 Arenas Encouraging men to fight each other for sport is one way to make them better at it! Expanding or establishing more garrisons will provide participants for arena events, in turn raising our standards of martial skill. |
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0 | False |
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2 | ![]() |
Civil Tier 2 Tools Tools are vital for progress, but their manufacture requires a solid understanding of metallurgy. Acquiring or improving blacksmith facilities will advance our knowledge sufficiently to develop toolmakers. |
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0 | False |
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3 | ![]() |
Civil Tier 2 Mills Harnessing the energy of the elements for agricultural and industrial processes is only possible with mill buildings. Acquiring more facilities to store grain will necessitate the construction of such buildings to process it. |
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0 | False |
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4 | ![]() |
Civil Tier 11 Hubbub No civilisation ever became great without first applying a rule of law. Acquiring or improving facilities that allow for the better administration of justice will earn us renown, or at least keep the rabble under control! |
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0 | False |
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5 | ![]() |
Civil Tier 11 Libraries Books enable the safeguarding of knowledge, but are mostly the responsibility of religious institutions. Acquiring or improving monasteries will result in enough men of the cloth being available to run libraries. |
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0 | False |
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6 | ![]() |
Civil Tier 11 Taverns Public houses bolster social cohesion across all social classes, but tavern landlords prefer doing business in more populated areas. Acquiring or improving marketplaces will attract larger crowds onto our lands. |
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0 | False |
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7 | ![]() |
Civil Tier 12 Artistic Advancements Entertainment from the arts should not just be accessible by the privileged few. Encouraging the practice and indulgence in pastimes such as music and theatre throughout society will result in a more gratified populace. |
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0 | False |
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8 | ![]() |
Civil Tier 12 Reduced Tariffs The freedom to openly exchange products and resources is crucial to the prosperity of any kingdom. Decreasing all tariffs levied on both exports and imports will result in less trade restrictions, benefiting the economy overall. |
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0 | False |
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9 | ![]() |
Civil Tier 12 Strong Leader A strong and stable leadership is not possible without a strong and stable leader. Implementing a firmly managed hierarchy beneath those at the top will keep the nobles in line, reducing losses from corruption. |
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0 | False |
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10 | ![]() |
Civil Tier 13 Scholars' Quarters A written record of history and scripture ensures greater foresight and learning in society. Designating quarters for full-time scholars will enable us to employ scribes to record all such knowledge with ink and quill. |
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0 | False |
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11 | ![]() |
Civil Tier 13 Market Fairs Every opportunity to increase commercial activity should be exploited for the financial prosperity of the people. Decreeing the establishment of market fairs across the land will give our economy a significant boost. |
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0 | False |
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12 | ![]() |
Civil Tier 13 Honourable Leader Any non-hostile outlander who respects the local laws should be considered an equal. Decreeing the fair treatment of all law-abiding visitors to our lands will increase our standing amongst other kingdoms. |
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0 | False |
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13 | ![]() |
Civil Tier 14 Open Trading Rights The ultimate goal of any merchant is to increase profits, otherwise known as the profit motive. Removing limits on the number of vendors selling the same goods will encourage competition and bolster our marketplaces. |
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0 | False |
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14 | ![]() |
Civil Tier 14 Tithes Nothing in this world is certain, except for death and taxes. Introducing a tithe system across our lands to take a small amount of our people’s produce, incomes, and crop yields will swell our coffers with additional wealth. |
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0 | False |
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15 | ![]() |
Civil Tier 14 Church Music Music and singing is one way that people feel closer to God, more so than the traditional monotonal chanting of monks. Encouraging churches to involve hymns and music in their congregations will increase their influence. |
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0 | False |
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+1 (all regions) |
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16 | ![]() |
Civil Tier 15 Sacred King Mere mortals are ordinary men, but kings and leaders are ordained by God! Ordering all monks, priors, and bishops to use their influence to help legitimise our leadership will see us wield more political influence. |
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0 | False |
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+1 Loyalty (all characters) |
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17 | ![]() |
Civil Tier 15 Church Care People value their relationship with God, and churches encourage their charitable nature. Keeping religious buildings maintained will help bolster the faith of the masses, thus increasing tithe contributions. |
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0 | False |
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18 | ![]() |
Civil Tier 15 Cultural Osmosis One people of many shared traditions, cultivated for the benefit of all. Preserving the best aspects of our culture, while absorbing the best aspects of others, will make us a civilisation to be reckoned with! |
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0 | False |
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19 | ![]() |
Civil Tier 16 True Sovereignty History shall be written by the victors, and victors we shall be. Establishing our place in this world, whether by war or diplomacy, will mean our sovereignty shall never be in question. We shall prevail! |
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0 | False |
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Hoards: Although a hoard's owner shares less of its contents, the bonuses received will be identical. (faction_to_faction_own_unseen) |
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20 | ![]() |
Civil Tier 16 Educated Nobles When nobles know how to think logically and rationally, it also benefits everyone beneath them. Providing our lords with education opportunities will reap such benefits for the advancement of our entire society. |
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0 | False |
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+35% Research rate (faction_to_faction_own_unseen) |
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21 | ![]() |
Civil Tier 16 Trade Summits Foreign trade keeps your friends close, and can turn enemies into friends. By organising regular liaisons between merchant guilds and traders in foreign kingdoms, political relationships can also be improved. |
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0 | False |
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Minor diplomatic bonus towards all other factions (faction_to_faction_own_unseen) |
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22 | ![]() |
Civil Tier 3 Specialised Builders Without the right expertise, erecting buildings can quickly become costly and time-consuming. Assigning dedicated builders to all our settlements will result in cheaper and more efficient construction methods. |
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0 | False |
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23 | ![]() |
Civil Tier 3 Regional Traditions A landowner knows his own patch better than his neighbours, and they know theirs better than he. Gathering knowledge of all local agricultural customs will improve our armies’ abilities to live off the land while on campaign. |
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0 | False |
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24 | ![]() |
Civil Tier 3 Messengers Effective communication is sometimes the difference between victory and defeat. Dispatching military messengers to keep armies aware of each other’s whereabouts will make them more able to reinforce each other. |
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0 | False |
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25 | ![]() |
Civil Tier 4 Irrigation The lifeblood of the soil should be channelled far and wide to its greatest effect. Developing ways to distribute water more expansively from its sources will provide hydration for the land and quench the thirst of the people. |
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0 | False |
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26 | ![]() |
Civil Tier 4 Systematic Raiding When in lands ripe with plunder, a methodical pillaging never goes amiss. Instructing our armies to prioritise the most profitable targets first when raiding will result in more valuable loot accumulated in less time. |
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0 | False |
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27 | ![]() |
Civil Tier 4 Road Networks The shortest distance between two points is a well-built and well-maintained road. Investing time into improving the quality of our road infrastructure will enable troops to move with more haste across our lands. |
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0 | False |
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28 | ![]() |
Civil Tier 5 Estates The king’s estates make work for idle hands. Re-establishing the manorial system will occupy people who might otherwise be dissident, putting them to work on estates to be bequeathed to our most favoured nobles. |
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0 | False |
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29 | ![]() |
Civil Tier 5 Picking at the Carcasses Sacking and pillaging may increase our infamy, but will also yield wealth and riches. Instructing our armies to leave no carcass unturned when looting defeated enemy settlements will increase our spoils of war. |
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0 | False |
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30 | ![]() |
Civil Tier 5 Master Builders Whether a great hall, fortress, marketplace, or monastery, all towns are nucleated by a single important location. Employing expert builders will ensure that only the most efficient practices are used to improve such places. |
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0 | False |
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31 | ![]() |
Civil Tier 6 Conquerors Bleed the enemy hovels dry - take the valuables, and destroy everything else! Encouraging more looting, theft, and property destruction within breached enemy settlements will increase our spoils of war. |
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0 | False |
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%-n (all regions) |
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32 | ![]() |
Civil Tier 6 Specialised Industries A lack of specialist knowledge in different industrial processes can mean the full potential of natural resources is not reaped. Acquiring such knowledge of the best methods will increase the profits of industry. |
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0 | False |
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33 | ![]() |
Civil Tier 6 Rural Enterprises The lay of our land can be profited from, but we must discover the best ways to manage our rural and coastal enterprises. Adopting the latest farming, hunting, and fishing practices will increase the bounties of soil and sea. |
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0 | False |
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34 | ![]() |
Civil Tier 7 Emissaries To amicably reach out across borders is to increase the likelihood of making friends rather than enemies. Training emissaries to make peaceful contact with other kingdoms will improve our diplomatic relationships. |
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0 | False |
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+5 Enemy supplies (faction_to_force_enemy_own_territory) |
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35 | ![]() |
Civil Tier 7 Fertile Lands Having a sufficiently nourished populace keeps the wheels of war, industry, and progress turning. Devising the best methods to produce and distribute foodstuffs will help us keep our people and armies fed. |
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0 | False |
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+5% Upkeep cost for all units (all armies) |
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36 | ![]() |
Civil Tier 7 Warlord's Power In the most arduous campaigns, victory is more easily achieved by constantly whetting the people’s appetite for the fight. Advising our war leaders in demagoguery will enable them to help us rile up the masses for war. |
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0 | False |
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+2 War fervour per turn (at war) (faction_to_faction_own_unseen) |
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