RESEARCH

Research is a way to advance your neolithic civilization and Cro-Magnon men to something a little more formidable. It is a reflection of all you know from history and will try to explain to your people well enough so that they can make it. Time passes whilst they try to copy your ideas and mass produce the finished product. Most of this is done by the old and young.. none are spared from uncivil war.

Disciplineresearch topicRequirement1Requirement2Requirement3Cost
WEAPONRYCATAPULTSAdvanced engineering10000
WEAPONRYARCHERSBasic Woodworking10000
WEAPONRYLONGBOW-MENAdvanced Woodworking10000
WEAPONRYCHARIOTSBasic Engineering10000
WEAPONRYELEPHANTSAdvanced Hunting10000
BUILDINGMeterological stationAdvanced MasonryMeterology10000
BUILDINGSchoolBasic Woodworking3000
BUILDINGCollageBasic Masonry7500
BUILDINGUniversityAdvanced Masonry10000
BUILDINGBoatyardBasic Woodworking5000
BUILDINGShipyardBasic WoodworkingBasic masonry7500
BUILDINGJugeyardBasic WoodworkingAdvanced Masonry10000
BUILDINGHARBOURAdvanced MasonryTrade10000
BUILDINGSPIKED FENCE2500
BUILDINGFORTIFICATIONS LEVEL 1Basic EngineeringBasic Mining5000
BUILDINGFORTIFICATIONS LEVEL 2Advanced engineeringBasic MasonryFortifications Level 17500
BUILDINGCASTLEFortifications level 2Advanced masonry10000
AcademicBasic Woodworking1000
AcademicAdvanced WoodworkingBasic WoodworkingSchool2000
AcademicBasic Mining3500
AcademicDeep MiningBasic MiningAdvanced Engineering13500
AcademicHunting1000
AcademicAdvanced HuntingHunting1500
AcademicBasic Engineering3000
AcademicAdvanced EngineeringBasic EngineeringUniversity4500
AcademicBasic masonry7000
AcademicAdvanced MasonryBasic masonryCollage10000
AcademicImproved Spying2500
AcademicAdvanced SpyingCollage3000
AcademicForestry2500
AcademicAdvanced ForestryForestryCollage3500
AcademicTradeUniversity1000
AcademicMeterologyUniversity5000
ShippingFishing boatNONE500
ShippingPentaconterFishing boatsBasic Woodworking1000
ShippingBiremePentaconterBoatyard1500
ShippingTriremeBireme4500
ShippingQuadriremeAdvanced WoodworkingShipyard7000
ShippingQuinqueremeQuadrireme10000
ShippingLiburneQuinqueremeJugeyardBasic Engineering15000
ShippingHorse BargeQuinqueremeJugeyardBasic Engineering15000
ShippingCoastal Spikes500
ShippingTrebuchetAdvanced EngineeringAdvanced woodworking5000
GovernmentThiefImproved spying7500
GovernmentCarrier PigeonAdvanced Hunting1500
GovernmentSaboteursAdvanced SpyingCollage10000
GovernmentAssassinsSaboteursUniversity20000
GovernmentLaboratoryAdvanced Masonry7500
GovernmentDiseaseAdvanced EngineeringLaboratory20000
GovernmentAdvanced DiseaseAdvanced HuntingDisease30000

WEAPONRY DESCRIPTIONS


The sheer damage a missile weapon can do makes it very favourable to have.
ARCHERS: A 3 range firing foot soldier. The bows are finely crafted.
LONGBOW MEN: A 4 range firing foot soldier. The bows are exquisitly crafted.
CATAPULTS: A death machine on wheels. A 4 range firing platform of hell.

BUILDING DESCRIPTIONS


Any building that your people have the necesary research for, can be built any time you require. It will be in use the month after you commission it to be built.
Buildings are needed in order to build or use certain things or knowledge.

SCHOOL: A building of 5 Structural points for higer learning gatherings. Adds a total of one extra research slot to your total
COLLAGE:A building of 10 Structural points for higer learning gatherings. Adds a total of one extra research slot to your total (Therefore two with a school..)
UNIVERSITY:A building of 15 Structural points for higer learning gatherings. Adds a total of one extra research slot to your total (Anbd three in total with a collage and school.)
METEOROLOGICAL STATION: A building of 10 Structural points. Allows for weather reports on the island it is placed and the trait weather is used. Additionally around the coastal waters of that island are also covered. However, deep sea exploration is always hazardous.
HARBOUR: Opens up trade to Global Trading. Reduces all loading and unloading to 0. So a Liburne can now Load, move one country and unload. If the enemy coast has no Harbour, unloading takes the amount as prescribed in the NAVAL RULES. Cost 15000 each
LABORATORY: A Building with 20 structoral points used for creating antidotes and diseases.

NOTE: If you lose the building..or the country containing the building, you lose allbonuses from that research until a new building is completed.

FORTIFICATION DESCRIPTIONS


Spiked fences (stationary pike) : No missile cover, no assistance in any form of attack, only defense which others must smash through. No necessary delaying tactics unless the commander wants to employ a specific strategy calling for such. Construction time..1 month, Construction cost 0.2gp per "man to be contained" To be used as stationary pike.

Fortifications Level 1 : Basic ramparts/ moats and delaying tactics�no defense, only slowing tactics. Can be used in conjunction with spikes�Cost dependent on size (how many troops to contain) Construction time..1 month� Cost of construction 2.5gp per man to be contained

Fortifications Level 2 : Ramparts, walls, moats and turrets �slight defensive capabilities for those troops inside, slowing tactics, they are built on top of fortifications 1 so are not used in conjunction. Additionally spikes no longer help those inside the walls� Cost dependent on size of foundation ?(ie fort 1) (must be the same size) Construction time..1 month. Construction cost, 5gp per man to be contained

Castles : Full bloodied castles built upon the walls of the fortifications level 2. Maximum defensive-offensive capabilities. Expensive (rush job to build anything decent in a month or two�hey, fantasy). Uses lots of iron and wood. No other construction of buildings or wooden objects possible for the month as all your people are pulled in to finish off the "castle" Construction time..1 month. Construction cost, 7.5gp per man to be contained

Note�the construction time from a bare land to a castle is therefore three months. (If all disciplines are already known)

Uses:
Firstly it is a delaying tactic. Nobody may blitzkrieg through any country that has a castle. ( the others are easily overrun in winning the battle). They increase the damage a force can give whilst reducing the damage they take A castle can remain untaken. A warring party may chose to strip the land around the castle bare of people etc..and ignore the castle and its high rate of loss for assaulting it. Or they can lay siege to the castle. What the hell did I just say??? Thus:

Mr X. owns a castle in the country Polyannah The castle can hold 5000men, and is full. A further 5000 men are encamped around it. Eric invades Polyannah. He can now attack until all of the external troops are dead, then retreat to outside bow-range, or he can attack. Attacking a castle will require at least 1000 catapults which will (for simplicities sake) be an indication of an armies total siege weapons (so they will have ladders and rams etc�as long as they have 1000cats). Lose too many catapults (�) and you must retreat again.
No catapults can be drawn into a castle. All missile troops firing from a castle gain one extra distance slot (ie an archer fires as far as a catapult etc�)
Now, scenario one: leaving the castle: You may decide that the castle is too strong to invade�so you leave it. The conquering army gains income from the realm as if they already owned it. However, at any time, the inhabitants of the castle may ride fourth, conquering the land, and, if possible, the next country as well (with a blitzkrieg). So, those leaving a castle for fear of serious losses, may find themselves with a bogged down army, doing guard duty around a Please note! The castle will be watched like a hawk, and no spying, assassinations, theft or sabotage may take place from a surrounded castle. (additionally after three months the grain stores have disappeared and you must leave the castle.)
Scenario 2 calls for a full frontal invasion in which�losses will be high.
A minimum number of men is needed to hold the fortifications, 10% of the number to be contained is neccessary.

ACADEMIC DESCRIPTIONS


ENGINEERING: Needed for fine or heavy work.
WOODWORKING: The ability to cut and shape planks.
MINING: Opens up the Iron and Gold resources.
DEEP MINING: Adds 10% to gold and 20% to iron production
HUNTING: Adds 10% to number of horses caught
ADVANCED HUNTING: Adds another 10% to horses caught (20% of original)
MASONRY: Needed for all stone structures. No fortified buildings can be built.
IMPROVED SPYING: Chance increased to catch (If CIA) or decreased (If spies) by 10% for every 10 spies.
ADVANCED SPYING: Chance increased to catch (If CIA) or decreased (If spies) by additional 10% for every 10 spies.
FORESTRY: Increases lumbar take-off by 10%
ADVANCED FORESTRY: Increases lumbar take-off by additional 10%
TRADE: Improves trade capabilities with 'Neutrals'. Opens up possibility to trade with World Trade as soon as Harbour built.
METEOROLOGY: Allows for weather reports on the island a station is placed and around the coastal waters of that island.

SHIPPING DESCRIPTIONS

See Naval rules for actual ships and yards.

COASTAL SPIKES: Ensures that any landing ships will be destroyed. Unless a Harbour is present. Yours included. They cost 2500 per coastline
TREBUCHETS: Each Unit acts the same as a 10 Attack factor ship for defending Coastline. Costs 5000 per unit/costline

GOVERNMENT DESCRIPTIONS


THIEF: Costs the same as a hero. One can be found for each country you own, per month. Can be given instructions to steal cash from the treasury or details of a specific research. If successful. He can carry 5000gp away from the treasury or the complete way to utilize the resource, without paying or waiting for the research to be completed. Certain other areas may have to be completed first (Like a Jugeyard for a Liburne...etc... but the woodworking and Quinquereme will not be necessary as he learns from the enemies mistakes.)

Chance for success is as for spies as if 20 spies were spying. CIA and Academic studies in Spying can reduce or increase the chance.

SABATEUR: Can be given instructions to sabotage shipping, or any structure. A Sabateur has 6 moves and can do 20 structural points of damage. That will sink any ship, destroy a Laboratory or Boatyard and damage any other yard. He can do this only once per turn and then must return to an owned country to rearm. Its cost is as a hero. One can be found for each two countries you own, per month.
Move Sabateur 16-17-10-17-16
SABOTAGE laboratory in 10, 10
Chance for success is as for spies as if 20 spies were spying. CIA and Academic studies in Spying can reduce or increase the chance.
ASSASSIN: Assassins are dangerous. Once heroes are dead an army acts far worse. The cost of a hero to purchase and the monthly cost is the same as a hero. An assasin has 6 movements availiable..in which assasination is one...however...for each extra time spent trying..the chance improves. One can be found for each three countries you own, per month.
Move assasin 16-17-10-17-16
ASSASINATE Hero in 10, 10
Above the example shows...(move to 17 then to 10 then try once, then try a second time, then return to 17 then 16)) Total 6 moves...he may try two different heroes...as base chance each.. Each attempt also costs 2500gp as bribes and special costs and the assasins danger pay must be paid. However, an army without a hero cannot follow the orders and heads straight in to the attack...unless alternative rules are levied... Assasins can be bribed..the minimum bribe is 2500gp...and if successful they get a chance to kill a hero of their previous nation with only a 10% chance for error. Note...an assasin can be caught before he kills, after he kills, or he can abort due to dangers...their risks are high but their advantages higher... Chance for success is as for spies as if 20 spies were spying. CIA and Academic studies in Spying can reduce or increase the chance.
DISEASE: Gastroenteritus. For a cost of 0.25gp per man you can attempt to affect an enemy country. The chance per unit is 25% and yet if affected they cannot move due to the illness...and if attacked they suffer a drop in movement and training. Additionally for 10000 you can install an immunization program and immunize your entire army forever against this dreaded disease. You may not target specific individuals but must add enough disease into their supply as to inflict everyone. Disease cannot be made if your Laboratory is destroyed.
ADVANCED DISEASE: Typhoid costs 1 gp per man in the country and cannot be scalled down to specific units. Only those in the country at the beginning of the turn can be infected. The disease either kills or dibilitates the suseptable portion. There is a 20% chance per thousand troops that something happens. Additionally for 15000 you can install an immunization program and immunize your entire army forever. Disease cannot be made if your Laboratory is destroyed.

HARBOURS AND GLOBAL TRADE:

Once you have a harbour you suddenly are able to join a world resource center. Here you can sell excess iron for gold, buy wood, or horses�whatever. The problem being that the market is price driven. If there is little demand, then the price goes up�if not, well then it drops. Basically you must remember that the Neutrals here are not polite people. They too are fighting for their lives. They too are building armies, and invading and carrying on�They too use their goods, or sell what they dont use to the common market. Prices are high�but if you really really want wood�well then, that is the place to go. (Remember, however, that you will be buying the wood at $X, then buying the archjers at $Y�making them very, very expensive troops�.As the neutrals diminish, so the center for trade will too. Ultimately I can imagine only a few people owning the whole world�in such a case�what you sell goes there�what you buy gets deducted. Do not expect good prices� you sell cheap, and buy high. This just means that if you are left with only a wasteland, then you have tons of cash, but no horses�if someone has sold some�then you can buy, then who cares what the cost?