This has
been a long time coming. A really, long time coming. Yeesh.
Alright,
straight to it.
Research is
broken into Four Primary Categories.
Military –
Offense: Which is primarily designed around weapons, siege devices, and
offensive units. If it increases your
AR, it probable comes from here.
Militay –
Defense: Which is primarily designed around defenses, stronghold upgrades, and
defensive units. If it increases your DR, it comes from here.
Social –
This represents a catch all category for infrastructure improvements and social
improvements. Research to improve land, decrease spoilage, etc, comes from here.
Magic – This
is the dodgiest category.
We’ll unpack
them in a second.
The actual
process of research, is somewhat more dodgy.
Every
Research Topic (RT) has a Research Value or RV. This RV must be reached (in terms of
funding) before the opportunity of the Research Topic being unlocked is even
possible.
There are
tiers to Research. Now, I had originally considered providing a full list of
research topics, but I’ve decided instead to keep that stuff ‘behind the
screen.’ While its ‘behind the screen’ though, I am still going to roll
randomly on the chart I’ve made to determine what research is being handled by
the various pools in each country.
Everyone has one RT in each category at a time. They don't know what this is (normally), and these topics are for the most part entirely random. When the RT becomes fully funded, a new RT comes in though, even if the previous RT has not been 'discovered.'
To unlock a
Research Topic (RT) you have to fund
research. Every country is assumed to have a 5% base chance of unlocking
research that has fully met its RV, but when you are funding research that chance increases. Research funding represents a routine, constant,
investment in research. Having inconsistent funding, or having low funding will
harm the likelihood of a necessary break through. Funding also is the only
really consistent way to fill the RV of Research Topics.
Funding is
provided on the basis of gold piece, or Resource expenditure based on the RV of
the RT you’re hoping to unlock. Resources are considered to be equivalent to 10
gold for these purposes, similar to how it’s highly valued for stronghold
building. The funding must be provided
monthly, I can’t restate that enough. Funding provided to research isn’t ‘lost’
however, even if it fails to unlock a fully funded RT, it begins to go towards
paying off the RVs of other RTs.
Funding must
be provided by category. So in a month if you want to keep research funded for
all four topics, you have to expend resource or gold on each in a research
budget.
If you are
providing less than 25% of the RV, or did not spend the previous month funding
research, you have a 5% chance of unlocking a fully funded RT.
If you are
providing 26-50% of the RV, you have a 10% chance of unlocking a fully funded
RT.
If you are
providing 50-75% of the RV, you have a 25% chance of unlocking a fully funded
RT.
If you are
providing 75% to 90% of the RV you have a 33% chance of unlocking a fully
funded RT.
If you are
providing 100% of the RV, you have a 50% chance of unlocking a fully funded RT.
Past this
point, it increases by 1% for every additional 100% you exceed the RV, to a
maximum of 59% where 1000% of the RV is being funded monthly.
A percentage
die is rolled for every fully funded RV
in a topic being researched.
Research
therefore represents a ‘pissing money down the drain’ feeling until it pays
off. You never really see much in the way of major returns until you suddenly
do.
However, a
way to avoid that trouble comes from our next point.
Sages.
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